Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Boltgun on March 21, 2013, 02:05:22 am

Title: [50.xx] Succubus Dungeon 19.0 - Dens and Altars
Post by: Boltgun on March 21, 2013, 02:05:22 am
(http://blog.devduweb.com/files/sd.png)

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2950544248)
Classic version (http://dffd.bay12games.com/file.php?id=7492)
0.47 Old Windows build, unpack and enjoy (http://dffd.bay12games.com/file.php?id=8000)

Succubus Dungeon is a mod for vanilla Dwarf Fortress featuring a new evil race.

Features

FAQ
* How to I chose my civ?
Press the Civilzation button on the embark screen.

* I get messages about pets being kidnapped after trading!
It's a bug related to baby snatchers. This have no consequences to you and you can safely ignore this message.

* I have 'smoke' or other weird boulders.
You have temperature disabled. This is required by the mod. If you have a configuration tool for your game, you can try enabling it with it, otherwise you can edit your d_init.txt file. Here's how to do it (http://www.bay12forums.com/smf/index.php?topic=124135.msg4290160#msg4290160).

* There is a bug, what do I do?
Report bugs and general problem in this thread. If you have a github account, you can also post issues there (https://github.com/Devduweb/DF-succubus/issues). Uploading a save to dffd is also helpful.

Credits
This mod has been developed thanks to many contributions from the Bay12Games community.

Assets


License
Graphics in this mod are based on and referenced from the vanilla premium tileset, which belong to Bay 12 Games & Kitfox Games.

This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.

Enjoy!
Title: Re: Succubus civ [1.0] - Harbinger of FUN
Post by: Grey_Wolf on March 21, 2013, 02:46:28 am
So what You're saying is, that there's a possibility of my Adventurer wandering into a dungeon full of Succubus to procreate kill?
Title: Re: Succubus civ [1.0] - Harbinger of FUN
Post by: Boltgun on March 21, 2013, 03:20:31 am
They get in war so much with humans you probably find some in towns to recruit. Dungeons will wait for the next df when all settlements will be generated.

Forget about anything nasty. They have a migraine right now, and that make them pretty angry.
Title: Re: Succubus civ [1.0] - Harbinger of FUN
Post by: Deon on March 21, 2013, 03:24:08 am
There are already dungeons under temples, and if your succubi are like goblins, they will appear there as bandits.
Title: Re: Succubus civ [1.0] - Harbinger of FUN
Post by: Boltgun on March 21, 2013, 03:35:45 am
They have a high banditry but no LOCAL_BANDITRY to keep you hands free in adv mode.
I found several of them in sewers already and one at the head of a bandit camp. I'm not very good as an adv but I only tried kicker + biter to test hooves and poison, my latest inccubus archer tend to survive better so I'll do more exploration.
Title: Re: Succubus civ [1.0] - Harbinger of FUN
Post by: Boltgun on March 23, 2013, 04:52:19 am
Updated the sprites for version 1.1 : Download (http://dffd.wimbli.com/file.php?id=7492)
- Added basic sprites for fishery worker and medical jobs, that will cover all the basic fortress jobs.
- Took out dummies and palettes from the set.
- Made a few sprites slightly lighter so they are less of a pain to read.
Title: Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
Post by: Meph on March 23, 2013, 12:41:14 pm
suggestion: use cave_adapt triggers to give succubi bonus when staying underground, und negative effects when they have to go outside.
Title: Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
Post by: Boltgun on March 25, 2013, 05:45:38 am
suggestion: use cave_adapt triggers to give succubi bonus when staying underground, und negative effects when they have to go outside.

I did search for such triggers, looks like I will be able to add nice bonus for cave adaption. I added this to the roadmap along with new powers.
I suppose it requires the CAVE_ADAPT tag to the creature tag. I read on the wiki it gives bonuses to dwarves but I never knew which ones besides vomit.
Title: Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
Post by: Black_Legion on March 25, 2013, 08:58:18 pm
Looks like a promising and fun project. I miss having some fun evil civs to play around with (either being generally dark and twisted or just affably evil, both are just as entertaining). Have you thought of adding interactions (magics, abilities, curses, plagues, ect) to some beasts/materials and some more interesting ways to conquer or create challenges?

Have you tried looking at the old Dark Dwarves mod for giving your succubi interesting personalities to deal with? I remember the Gnoll mod you had to struggle actually getting your lazy gnolls to complete tasks while the Dark Dwarves required some interesting juggling: they were initially mentally tougher than their non-twisted cousins but once they snapped, they broke utterly. Having a veteran survive years of conflict and death till his lost kitten was killed in some plumbing and then going berserk in the ready room was an... illuminating... way to learn about air locks and tiered defenses. I never did find one of the squaddy's arms afterwards.

Have fun modding, I'm looking forward to see what you come up with!
Title: Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
Post by: Boltgun on March 28, 2013, 01:56:51 pm
Looks like a promising and fun project. I miss having some fun evil civs to play around with (either being generally dark and twisted or just affably evil, both are just as entertaining). Have you thought of adding interactions (magics, abilities, curses, plagues, ect) to some beasts/materials and some more interesting ways to conquer or create challenges?

Have you tried looking at the old Dark Dwarves mod for giving your succubi interesting personalities to deal with? I remember the Gnoll mod you had to struggle actually getting your lazy gnolls to complete tasks while the Dark Dwarves required some interesting juggling: they were initially mentally tougher than their non-twisted cousins but once they snapped, they broke utterly. Having a veteran survive years of conflict and death till his lost kitten was killed in some plumbing and then going berserk in the ready room was an... illuminating... way to learn about air locks and tiered defenses. I never did find one of the squaddy's arms afterwards.

Have fun modding, I'm looking forward to see what you come up with!

Thank you, I will have a look at these mods for more ideas.
I have just ironed out issues (like hooves not healing leaving succubi in a bed for their whole life) and made a few cosmetic changes. Now I have the entity and creature right, it is time to move on serious business.

So summoning is next, I will use dfhack if I can but in case of trouble I will try a fallback based on eggs.
I am sure I will need dfhack at some point so might as well add it early.

Army masters are added too  :)
(http://blog.devduweb.com/files/armymasters.png)
Title: Re: Succubus civ [1.2] - Less moral, more deadly
Post by: laularukyrumo on March 28, 2013, 02:34:30 pm
Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.
Title: Re: Succubus civ [1.2] - Less moral, more deadly
Post by: Spirit of Power on March 28, 2013, 02:44:30 pm
Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.

The problem with that is that the creatures in question will always be classified as vermin. But IIRC there's a script which will allow you to spawn creatures somewhere, I'd have to find it again though :/

Anyways, if you're doing creature summons for getting special animals, I must request you include some form of suicide bomber imps which will explode themselves in combat. It would certainly lead to much Fun when a baby snatcher is caught in your main dining hall.
Title: Re: Succubus civ [1.2] - Less moral, more deadly
Post by: Boltgun on March 29, 2013, 06:39:29 am
Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.

The problem with that is that the creatures in question will always be classified as vermin. But IIRC there's a script which will allow you to spawn creatures somewhere, I'd have to find it again though :/

Anyways, if you're doing creature summons for getting special animals, I must request you include some form of suicide bomber imps which will explode themselves in combat. It would certainly lead to much Fun when a baby snatcher is caught in your main dining hall.

This gives me an idea from a cthulhu game I played recently. Along with your creature, summoning will randomly spawn vermins that will go for food stockpile and annoy your succubi to an extent. Nothing that will damage your fort but you will have to be prepared to handle these intruders.

I can see what would happen with exploding imps when pastured outside : "An abumsh! BOOM!". That will definitely be in.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Black_Legion on April 02, 2013, 10:27:25 pm
Good to see another update, read some of the road map things and it makes me think of Dungeon Keeper a bit. Speaking of which you could always give the succubi/incubi/tentacle monsters a "slap" or "menace" interaction to temporarily speed up or increase the dutifulness traits temporarily. DFhack can't let you spawn a hand to persuade your more foolish,lazy, or distracted citizens to do what you told them... yet.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 03, 2013, 09:29:45 am
We can have a creature spreading an enhancing 'slap' syndrome. Ideally you could have an interaction that nobles uses automatically to cancel breaks, leaders having to push their lazy peons back to work would be interesting. And that would make nobles... useful? Unfortunately I don't think there is a way to add interaction to nobility (I can use castes but that would be a job for positions).

Otherwise that could be an use for a summoned creature, like tentacle monsters being a tool for keeping your citizens safe and productive.  ;)

But first things first, I got a summoning circle working and basic reactions. Now for the hard part, I need creatures out of this at least in a wild state. Ideally they'd be tame out of the box but if I encounter bugs, I'll let animal trainers finish the job.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 06, 2013, 04:55:45 am
Progress : I finally managed to wrap my head around the interactions involved in a summon.

After a few unsuccessful tries, I copied over the summoning from masterwork and edited it to use truetransform.

(http://blog.devduweb.com/files/testsummon.jpg)
Here I summoned dogs as a test. I still have to fix the messages (Milith McSuccubus transformed into a nothing) and I used a duck midway.

Sadly you need to lock the door to the circle too because the worker often leave before it is completed, causing the summoning to fail. I need to properly immobilize the worker until it is done. Perhaps the timers can use a change too so you can chain them without having several worker break each other jobs.

Last thing to check before I add proper summons, the creatures summoned are 'friendly'. You can move them to pets by typing 'tweak makeown' in dfhack and get access to training, I'll try to have autosyndrome do that for you.

Edit : I fixed the messages and added a dummy creature for the transformation. If I can fix the 'friendly' part, we will have the summoning AND invader conversion ready. A strange thing is that you often end with 2 summoned creatures, as the worker tent to rip a part of the dummy creatures and raise both. I like it that way.  ;)

Also using tweak makeown on those creatures cause them to be untamed but non hostile, you'll need animal caretakers. (I tested it and it works)
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Spirit of Power on April 06, 2013, 12:57:31 pm
For the worker-leaving problem, couldn't you include a temporary paralysis syndrome? Or perhaps a syndrome which reduces their speed so much they won't be able to move until the reaction is done?
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Hugo_The_Dwarf on April 06, 2013, 01:52:15 pm
the creature that the worker transforms into, make sure it has IMMOBILE this stops the summoner from leaving. If you want it can be a impossible to be born caste of succubi/inccubi that is considered "meditating"

By this I mean Worker > Meditaing immobile worker with rotting parts, casts transformation/summon spells > reverts back into normal worker

I do this for a private mod for making blood thirsty rat swarms.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 07, 2013, 10:57:19 am
There is a transformation into an immobile creature already, a part detach itself and is then hit by 2 interactions : One animating it and transforming it to a dummy, and one resurrecting the dummy.
The detached part is sometimes animated before the transformation end, but ultimately I need the worker to revert back to finish it. Every attempt to make the transformation longer fails.
I tried stun but this block interactions and somehow I failed to paralyze the worker. Reducing speed is helping but there is a cap about how low it can go.

I sometimes had 0 creatures and sometimes 2. The duplicate seem to be linked to the personality of the worker. An aggressive succubus will tear the dummy in two parts and transform both every time and a timid one will go to a corner. Failure is linked to the detached part disappearing, I need to find out why.

I am sure that speeding up the process will help, currently parts are not detaching quickly, same for the animated dummy that need to drop dead.

Still no progress to move those in the pet list, I don't think truetransform ever work on targets, even less supply a selected creature. Perhaps it is time to learn ruby and write a wrapper. (attempt in using the spawnunit.lua only crashed df so far)
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Hugo_The_Dwarf on April 07, 2013, 11:07:26 am
if you want I can supply the raws for how I get my Giant Rats to turn into a rat nest, which spawns rat infants, which are then turned into large rats out for blood. it work all the time. I know the total process take 5000-7000 ticks to work perfectly. oh and tempeture needs to be activated in "d_init.txt"
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 07, 2013, 12:47:55 pm
That would be cool if you send me by PM, if I compare the different timings I can make the whole things reliable.

My process take 2000 ticks. I kept trying to make it faster, maybe that's why I got such issues. :P
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Hugo_The_Dwarf on April 07, 2013, 12:54:50 pm
Yeah i'll send you the Raws through PM, thing is bodyparts take roughly 2000-3000 ticks to melt off, and then from what I hear you require the worker to murder the "transformed-animated" part so it can be resurrected to the final outcome. My way that I have is completely automated, better watch that inbox.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 07, 2013, 01:51:36 pm
On my side the tranformed-animated creature has an explosive brain, this kills it by itself but quite often the head detach and I end up with 2 creatures.

Currently it goes like this :
- Worker use the reaction, autosyndrome kicks in
- Worker transforms into a 'summoning ritual', a creature with a part attached to a boiling limb.
- The part drops, the summoning ritual has received an interaction raising that part and transforming in a "incoming".
- The ritual revert to its original form (bad timing)
- The incoming's brain explode (or the worker kill it first if it likes to hit the undead), it dies.
- The worker resurect the dead creature, and transform it into the targeted creature.

Now I have been thinking, does a creature spawned from a pet become a pet as well ? The worker may get an interaction that target a pet creature to transform it, done and no bug.

Let's say I add a "soul" creature, with pet tags so you can embark with a few of those. You pasturize a few around a summoning circle, the worker transform it in a creature, job's done. That will add a constraint, but with a correct reproduction and hopefully trade with your civ you can get more and that will be pretty stable.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Hugo_The_Dwarf on April 07, 2013, 02:38:14 pm
my method the head doesn't boil off, the head itself boils to nothingness so only 1 part is left, then being resurrected to the final product.

Also I use your second idea too, but it goes like this:

Transform a pet (dog/cat/whatever) to a male and another to a female creature

these two creatures can only give birth to a special caste that is designed for being transformed into other creations.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 09, 2013, 06:59:07 am
I'll tried a simpler road and this seem to work without issues, you can order them in the job manager and forget about it.  :D

I have a creature 'soul wisp', that work a catalyst for the summoning. Those are available for embarking for 26 pts. They reproduce like any creature so you can create a breeding stock of those. I still have to check the caravans to see if they bring more wisps in case you use them all.

To summon a creature, you have to create a pasture next the summoning circle and put one or more wisps in it. The worker get for 50 ticks an interaction to transform the wisps into whatever we want. I reduced the worker's speed for security. The resulting creature is a pet, fully tame and can be ordered around without typing commands in dfhack.

The only quirk to that is that all the wisps in sight are transformed, attempts to limit the interaction made it unstable. I can leave it that way, but it will be hard to balance when it will come to reagents. I plan to use plenty of otherwise useless material, some summons will be powerful but hard to achieve.

I don't have everything I wanted there (untamed would be cooler). But tame creatures will do until I have enough knowledge of dfhack's api to do more advanced stuff.

Anyway, I am now through the brick wall of interaction tokens. It is time to add the creatures, then the reagents.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Black_Legion on April 15, 2013, 06:37:56 pm
How's the progress coming along on the summons?
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 16, 2013, 07:34:32 am
How's the progress coming along on the summons?

Summons is working well. As long as I have creatures, putting new ones is a couple of minutes of copying and pasting.

I am putting a first batch of new creatures (3 out of 5 done). First tier will be easy creatures with useful purposes, edited from existing creatures. Once those are done, I need to add sprites and reagents and it will be ready for a test.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Trapezohedron on April 16, 2013, 08:01:41 am
I'm interested to know how you did the summoning interaction thing. Did you use DFhack in order to simplify it, or did you use the utterly complicated mix of polymorphing a creature into something that breaks down and uses the reanimation/body transformation combo?
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Godlysockpuppet on April 16, 2013, 08:02:22 am
I'm interested to know how you did the summoning interaction thing. Did you use DFhack in order to simplify it, or did you use the utterly complicated mix of polymorphing a creature into something that breaks down and uses the reanimation/body transformation combo?
Second one.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 16, 2013, 08:39:49 am
It is not a very complicated system. I created a cheap pet that evil civs can embark with and transform into whatever you want it to. Technically it is more a 'transform a blank creature' then 'create a creature from scratch' even if I try to make it look like a sacrifice. I did use trueTransform however, and the pets act like a fully tame creature with all its features included.

My first attempt was a transform/split/reanimate syndrome. It did the job but I could not move the creatures in the pet list, despite having a dfhack command for it. I gave up because I found it unstable and I rather use something less impressive but usable through the job manager without worry.

My longer goal is to rewrite this as a dfhack script, at least to solve the pet list issue, I am more comfortable with scripting then raws but first step would be to learn the current tools before wrapping my mind on the lua or ruby API.

I'll post the raws tonight.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 16, 2013, 02:38:22 pm
It broke again!  >:( Fixed, thanks GIT! Here are the raws.

I have 2 creatures : SOUL_WISP and TENTACLE_MONSTER, their tokens does not matter much.

reaction :
Spoiler (click to show/hide)

inorganic :
Spoiler (click to show/hide)

interaction :
Spoiler (click to show/hide)
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 20, 2013, 03:46:31 am
I updated the inorganic in the previous post, the speed drop made the process unreliable.

Now all the interactions works and I have 6 creatures to summon.  ;)
Next step is to make the summon randomly produce male or female creatures, then add the reagents.

Edit : Summons now produce random gender when needed, that was easier then I thought. The previous post is updated.
I am getting there, all it lacks now is reagents and a sprite sheet.
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Black_Legion on April 20, 2013, 12:57:13 pm
Awesome work, keep it up! I remember you talking about summoning tentacle monsters and using the wisp-like entity as summoning fodder... may I ask what are the other beasts you plan on providing?
Title: Re: Succubus civ [1.3] - Less moral, more deadly
Post by: Boltgun on April 21, 2013, 08:26:47 am
I won't spoil the surprise this near to the next release. ;)
I'll add a list once everything is ready, I got most reagent in. I only need to figure a couple of extracts.
Title: Succubus civ [2.0] - Beasts from below
Post by: Boltgun on April 26, 2013, 01:26:12 am
Update 2.0 !

New stuff

You will need to generate a new world for this update, dfhack r3 is now a requirement from now on.

Summoning
A new workshop will let you call pets for your fort's defense.
- In order to work, you need to place a soul wisp in proximity.
- Soul wisp can be embarked with, make sure you bring both gender to let them reproduce.
- The summoning ritual will transform the wisp into the wanted creature.
- You can place several wisps to summon multiple creatures at once.
- It will use the alchemy skill.
- WARNING : It is preferable to put the wisp between the workshop and its exit, lines of sight may cause the worker to turn back and ignore the wisp otherwise.

6 creatures to summon :
- Nahash : Vermin hunting snake, can be bred for its eggs.
- Tentacle monster : Excellent wrestler, will also clean nearby succubi, leaving them with a speed buff.
- Hellhound :  An aggressive cousin of the dog, can be trained to serve as a bodyguard.
- Nightmare : A tireless grazer, can be milked or trained for war. Beware of its powerful kick.
- Fire imp : The fire imp you loved to hate, on your side. Hurl fireballs at your enemies.
- Pain elemental : A weak creature that will explode in an orgy of fire when attacked.

Those are the "easy" tier of creatures, more will be added in future update.
The reagent may be modified if those are too hard to get.

Other stuff
- Succubi and tentacle monster venoms will not paralyze anymore, those will instead reduce the enemy's speed. Tentacle demons receive a similar venom with a full paralysis effect.
- Poison class has been added to the creatures, the succubi are now vulnerable to snake bites.
- Modified descriptors a bit with more details.

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Spirit of Power on April 26, 2013, 02:34:55 pm
Tentacle monster

(http://img441.imageshack.us/img441/900/batmaniveseenenough.gif)
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Black_Legion on April 26, 2013, 02:53:20 pm
Great to see an update and I love the description for the Tentacle Monster and its ability: tip of my sock to you.

Do these creatures also have sprites for those a penchant for tilesets?
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Vorsh99 on April 26, 2013, 09:18:56 pm
Ah, how do the whips work?
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Spirit of Power on April 26, 2013, 09:40:53 pm
Ah, how do the whips work?

Well, you see, when two people love each other very much and have certain tastes, they...

Wait, did you mean wisps? Oh, that's just a transformation interaction helped along by DFHack. See Boltgun's posts for details.
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Boltgun on April 27, 2013, 05:41:07 am
Ah, how do the whips work?

- They can be brought during embark, otherwise caravans and migrants will bring more.
- Everything done to then use the alchemy skill, you need to enable one or more succubi with that labor. It is next to the architecture labor.
- Then, you need a summoning circle (b, w, shift+c). You need a totem for that, butchering your starting pack animal will get you a skull.
- Add some space next to the circle then add a pasture.
- Pasture one or more soul wisp in this new area.
- Order the summon to be completed at the circle, the succubus will tranform the soul wisp into to the targeted creature.

I had the issue again where the worker leave the summoning circle without transforming the wisps, I added an additional transformation that will keep the succubus immobile until everything is complete. I will release this later today along with a few tweaks.

Great to see an update and I love the description for the Tentacle Monster and its ability: tip of my sock to you.

Do these creatures also have sprites for those a penchant for tilesets?

There is sprites for all of them. The fire imp is a copy from the phoebus set but I will add a custom one later on.

(http://img441.imageshack.us/img441/900/batmaniveseenenough.gif)

That's pretty much what will happen when multi attacks will be introduced, lots and lots of broken joint by tick 2. (There will be nothing dirty however, DF behave very badly to that.)
Title: Re: Succubus civ [2.0] - Beasts from below
Post by: Boltgun on April 27, 2013, 08:39:20 am
Update 2.1
You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

- Added an immobile transformation to the summoning jobs. This should fix the issue with the worker leaving without completing the process.
- Soul wisps will now use their child sprites
- Male and female tags has been added to the soul wisps to make pasturing easier.
- Butchering a soul wisp now return nothing instead of an unknown substance.
- Natural skills has been added to the tentacle monsters.
- The wrestling skill has been removed from the nahash.
- Sprite update : Added Nightmare foal, Summoned creature, and undead versions of nahash, tentacle monster, nightmare and hellhound.
- Sprite update : Gave peasants something to wear. (yeah, really)

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: Succubus civ [2.1] - Beasts from below
Post by: Meph on April 27, 2013, 06:27:35 pm
Even if I dont post here much, I am following this with interest.
Title: Re: Succubus civ [2.1] - Beasts from below
Post by: Toxicshadow on April 29, 2013, 10:04:16 pm
-OP snip-
Even if I dont post here much, I am following this with interest.

(http://i1048.photobucket.com/albums/s361/toxicshadow1/StolenbyMasterwork_zps5ecc7247.jpg)

OT: in reply to Boltgun's update 2.1 post:
Update 2.1
You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
-snip-
You may want to provide a link to Common Question: When do I need to generate a new world? (http://www.bay12forums.com/smf/index.php?topic=29157.0)
Title: Re: Succubus civ [2.1] - Beasts from below
Post by: Boltgun on May 03, 2013, 01:51:23 am
Well, masterwork is on the roadmap... at the end at least. I'll add the related tokens when the other contents are in, that will be faster that way.

I added the link about generating new worlds in the previous posts.

There is quite a few bugs there and there I have fixed, in addition it seems that sometimes the summoning does not work... again !
It seems to boil down to who does the summon, some can complete the job and some will not transform the soul wisps. I have a fort with 2 individuals marked, I'll post more if I find out where is the issue.
Title: Re: Succubus civ [2.1] - Beasts from below
Post by: Black_Legion on May 05, 2013, 05:31:40 pm
It looks very interesting so far especially if you get those summons working to how you want them. It leaves the Succubi with a nice mechanic that make them play a bit differently than dwarves.

You could also try giving them a special summon, with no ability to create children, with tough armor-level leather/materials that can be butchered. To balance this out it may need more expensive materials than what you need for an existing summon. It would help for metal-poor or scarce embarks... or if you just want a bunch of succubi prancing about in *demon leather skirts* with hell-forged iron swords and the like.


-- Edit: Found a very minor display issue on the world map/world-gen: 'Dark Lust demon' instead of 'Dark Lust Demon'. I'll let you know if I find anything else wrong with it. Having some !!fun!! so far.
Title: Re: Succubus civ [2.1] - Beasts from below
Post by: Boltgun on May 07, 2013, 04:55:00 am
There will be more creatures to summon in the next version.

Balance wise I assumed that dwarves have a better industry and that steel is their racial perk. Perhaps I'll add a special metal but I'll try to not make it better then what exist today, to keep dwarven sieges and adamantine as game objectives.

Until then I have fixed a several bugs and added sprites. I have a strange behavior with some summoning jobs. Nightmares became available after I bought blood from the caravan, but the summoner picked a barrel of lye in the process.

The naming issue on the world map may be because DF pick the race name and add an upper case on the first letter. I will rebuild the language and perhaps look for a new race name after the bug fixing.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 08, 2013, 05:02:23 am
Update 2.2 !

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

Summoning should be reliable now, I hope. If you order a summoning job and you don't have the expected results, tell me and I'll look into it further.

Here are the changes :
- Fixed the blood and ichor based reagents.
- Nahashes will no longer die of thirst.
- Reduced the number of eggs a nahash can produce.
- Raised the grazer value of nightmares so they survive with less grass.
- Summoning a creature will transform all wisps in a range of 5, regardless of the line of sight.
- Increased the transformation timing of the summoning jobs.
- Sprite update : Added metal workers, engineers, stone workers and animal caretaker.

Enjoy !
Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 08, 2013, 11:50:38 pm
The lust demons seem to be very concerned about their lack of clothing.

Seems to be a very odd concern, for lust demons. Maybe they should not get unhappy thoughts from lack of clothing?

(Happened to me. The civilization my expedition was part of had discovered no clothes. They had armour, but I'll be damned if I can get up an armor-making industry in about 3 months until everyone starts going crazy from lack of clothes.)
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Nuttycompa on May 09, 2013, 12:47:58 am
Interesting mod. I'm looking forward to clothing and amor update to see what you will come up with  :D
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 05:17:57 am
The lust demons seem to be very concerned about their lack of clothing.

Seems to be a very odd concern, for lust demons. Maybe they should not get unhappy thoughts from lack of clothing?

(Happened to me. The civilization my expedition was part of had discovered no clothes. They had armour, but I'll be damned if I can get up an armor-making industry in about 3 months until everyone starts going crazy from lack of clothes.)

I tried to remove the bad thoughts but I have not been successful so far. I guess that Dwarf Fortress make no compromise with clothing. If your citizen can equip clothes, they'll get negative thoughts if they are naked. I'll try again at the next game update, but until then they'll suffer from an inferiority complex toward those who can afford clothes.

It is strange that you had no clothing choice, however. I will enforce a few items to ensure you have what you need.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 06:01:01 am
Yeah, I've double checked. At the very least, next try, I'll embark with a bunch of leather (or trolls...(?)...supposedly I can bring trolls along for 1 point/troll, huh.), as to make armor for my dwarv...err... succubae. I suppose one could make a persuasive argument for why succubae would want to wear leather armour.

Also, while you're at it, make sure that you allow anvils (iron anvils at least). My civilization has no anvils, which actually makes it terrible to start up with (and I could not play long enough to see whether caravans will bring me anvils.)
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 06:20:47 am
Now this is weird because I am sure that iron anvils should be available, I will test on a fresh install and make sure everything is in order.

Did you generate a world on the standard settings ?
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 06:48:00 am
Err...no. I am using the mod called Accelerated Modest DF 1.1, which makes DF run faster, by consolidating food, tree types, and so on, without all the things Masterwork brings.

I suppose it is possible that it messes up your mod, but I am technically challenged as is, without playing DF on a fresh install without crutches.

HOWEVER: I did generate the world with the very lowest metal abundance settings. This might be it? Maybe the civilizations had no access to iron, at all? I will check in the evening when I have time. It makes sense, actually. (I tend to play only on all kinds of self-imposed challenges.)
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Knightl on May 09, 2013, 06:48:35 am
I recently downloaded your mod and have started a fortress, I have a wonderful military, (My military kissed a FB to death!)

I was able to start with an anvil (iron) so it must not be a common bug.

I was wondering, what is the lifespan, Strengths, Weaknesses and helpful little tips I should know.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 07:22:52 am
Err...no. I am using the mod called Accelerated Modest DF 1.1, which makes DF run faster, by consolidating food, tree types, and so on, without all the things Masterwork brings.

I suppose it is possible that it messes up your mod, but I am technically challenged as is, without playing DF on a fresh install without crutches.

HOWEVER: I did generate the world with the very lowest metal abundance settings. This might be it? Maybe the civilizations had no access to iron, at all? I will check in the evening when I have time. It makes sense, actually. (I tend to play only on all kinds of self-imposed challenges.)

The low mineral setting probably prevented the civ from accessing iron, perhaps dwarves in this world suffer the same issues.
I had a look at the accelerated mod, and indeed it removes the clothes used by the succubi. So I made pants, cloaks and shoes common for them until specific clothing is introduced for them.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 09:18:06 am
No acess to iron is not a big problem for dwarf civs, because they get accesss to steel anvils whetuer they have iron or not. This does not happen with succubae, since they do not get access to steel...at all.

So! What to do then?
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 09:39:41 am
Accelerated modest mod seem to prevent access to iron too but by pasting a couple of lines, everything goes back to normal.

To fix that,  open the entity_fooccubus.txt file in your raw/object folder and paste this at the end :
Spoiler (click to show/hide)

After creating a new world, you'll have clothes and steel anvils to play with.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Black_Legion on May 09, 2013, 09:43:24 am
[ITEMS_ANVIL] to the metals [BRONZE] or failing that [COPPER] could work, and preserve Dwarves being the happy ones with steel. This would be a bit unbalancing with having copper anvils, the bronze ones could be okay. Most civs I found still have access to bronze, even with scarce mineral settings. A reaction to produce an anvil out of two boulders of rock could do the job as well.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 10:42:31 am
You are right. I have never seen a civ ever not having access to bronze...and actually, quite often, bismuth bronze too.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Black_Legion on May 09, 2013, 10:56:16 am
A fun thing to do as well is give [ITEMS_ARMOR] [ITEMS_WEAPON] [ITEMS_WEAPON_RANGED] [ITEMS_AMMO] and [ITEMS_DIGGER] to BLACK_BRONZE, more options for weapons and having a force decked out in dark armor is both visually appealing and thematically works with this mod in several ways. After all who wouldn't want demons and the like prancing about in dark/black armor. Every fantasy cliche near demands it!
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 11:03:49 am
Bismuth bronze is purple, right?

Way more fitting for a succubus civ.

Anyway, I am new to modding. Where would I add bronze anvils and black bronze armors?
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Black_Legion on May 09, 2013, 11:24:21 am
The only thing you need to add them are those tags above. Open up the "raw" then "objects" folder of your DF package and look for a file named 'inorganic_metal.txt', this file contains all the properties and tags for each metal and material.

Find the metal labeled [INORGANIC:BRONZE] (you can search this btw) and add  the [ITEMS_ANVIL] tag after [ITEMS_ARMOR]

For Black Bronze/ Bismuth Bronze armors and weapons add the tags:
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR] below the [MAX_EDGE:10000] tag to the [INORGANIC:BLACK_BRONZE] and [INORGANIC:BISMUTH_BRONZE] definitions.

Essentially what these tags do is tell the game engine that these materials are suitable for the production of weapons (axes, swords, maces, ect), ranged weapons (crossbows, bows, ect), ammo for the ranged weapons (bolts and arrows), pick-axes, and of course armor.

Once you make those changes and save the file any new world you generate will allow you to use any smelter to make tools, weapons, and armor out of those materials you changed. If you want to update an existing save you have then open the save folder that has your data and find the 'inorganic_metal.txt' and make those changes. Note that making the change in the save folder will not carry over to newly generated worlds. It will only affect that save.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 01:45:44 pm
I think that the bronze anvil will not work because it must be fire safe to be used in forges. Or at least I had a moody succubus build a zync anvil which turned out to be useless.

I try not to edit the original raws so you can drop the mod and play but if you like the idea of dark bronze, I can add a refined material in the next version.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 09, 2013, 02:05:40 pm
I tried using a rose gold anvil. Worked fine. I am not sure whether it will work in a magma forge, but a normal forge probably has no problem.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 09, 2013, 02:36:14 pm
Oddly enough I cannot put my zinc artifact in a forge, it indeed requires a "fire safe" anvil and not "magma safe". Too bad, that would have made my metalworkers quite happy.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Black_Legion on May 09, 2013, 02:45:32 pm
I've never had any trouble using non-magma safe materials for anvils before, I can see the sense in that but unless dwarves hammer the metal inside the forge it shouldn't be an issue. Of course I've never used a flammable thing, just not magma-safe... interesting.

Aside:
Spoiler (click to show/hide)

Good point on the editing of default raws, especially since you want to avoid conflicts. You could always have a summoned creature that when butchered drops an ore of some material with the [ITEMS_ANVIL] tag allowing people to lessen the blow of the parent civ no having access to anvils. Making the summoned creature unable to have children and possible inflicting a baleful, toxic syndrome on the summoner should keep the "free" material abuse to a minimum. Having all the rituals not be completely safe does tend to make things a bit interesting.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Spirit of Power on May 15, 2013, 10:16:50 pm
I would personally create an entirely new material for this. Name it something suitable, "Darkmetal" or something. Black_Legion's idea would work alright, and could possibly even be adapted for the entirety of the civ's material needs. As in, all materials they need/want are gotten via summoning.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 16, 2013, 01:18:06 am
I added 2 metals : Tainted bronze, that will ensure the availability of anvils and a second one almost as good as steel you can get by shearing a summoned creature's horn. I am still looking for a good name for the second one.

Tainted bronze will be obtained at the smelter with bronze, flux stone and a secret ingredient. :P
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Black_Legion on May 16, 2013, 05:42:02 pm
I added 2 metals : Tainted bronze, that will ensure the availability of anvils and a second one almost as good as steel you can get by shearing a summoned creature's horn. I am still looking for a good name for the second one.

Tainted bronze will be obtained at the smelter with bronze, flux stone and a secret ingredient. :P

Names like 'devil horn' or even the more fancy sounding 'daemon horn' could work. 'Stygian Bone/Horn' or something could work as well, of course it depends on the creature and how fanciful you want to make the name.

I would personally create an entirely new material for this. Name it something suitable, "Darkmetal" or something. Black_Legion's idea would work alright, and could possibly even be adapted for the entirety of the civ's material needs. As in, all materials they need/want are gotten via summoning.

A civ that relies on a summoning mechanic and the "farming" of creatures would make it play quite differently than the dwarven method of "dig-hole-find-shiny-dig-deeper". Of course having to balance out the space for the pastures and food needs for anything with the [GRAZER:$value] tags would require an shift for most from the standard fortress designs and industries. It's an interesting idea... of course the question is if this matches the flavor/direction Boltgun wants for them. Either way it is really an interesting idea for a unique mechanic and style of play.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 18, 2013, 06:48:32 am
At first I wanted summoning to give reasons to seek "useless" items, like vermin or plant extract and barrels of blood. After all, I only wanted to spice up the original dwarven gameplay.

But this is getting fun, there is quite a lot to do with creatures. After the next version I will start to look into LUA hooks and see if I can 'untrain' summoned creatures to add more importance to animal trainers. That will complete it nicely, and I like the metagaming aspect of teaching your civ about your creatures.

Anyway I added most content I needed for the next version. I have a lot of testing to do, I still don't know if you can make an armor out of a cut horn. So I will limit version 3 to 2 sumonable creatures instead of the 4 I wanted.

Oh and among the stuff I added, corsets. :P Metal corsets goes in the UNDER layer and count as armor, I am afraid that it would be overpowered to have 3 layers of armor.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 20, 2013, 12:24:20 pm
While this sound interesting, dicking around with summoning and animals isn't my idea of fun. Actually sounds rather tedious.

Also, probably needs a new race introduction. If you are supposed to be punished convicts, why the hell would the main civilization trade with you/sell you wisps? I was initially sold on the idea of carving your own fort, with no trade, no help from outside, no nothing....

If I'm to be trusted, I will probably make my civilization without summoning anything....lots of magma moats for mining dwarfite, though.

Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Hugo_The_Dwarf on May 20, 2013, 02:11:00 pm
if you want to challenge of no trade I suggest removing these two lines from your entity:

   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]

without pack animals or animals to pull wagons trade should be abolished.

EDIT:
also summoning is optional AFAIK so yes you can ignore it, but whenever you get bored or feel like starting up on it, it's there waiting for you.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 21, 2013, 01:19:53 am
I took inspiration from history, where convicts were used as a first phase of colonization. Countries back then believed that they could get rid of undesirables and get profit from new lands at little risk. Of course that was wrong and it backfired.

If you remove the two common domestic lines from entity_fooccubus.txt, you will not have caravans anymore. All that is left is to kill goblins until they stop coming, or to remove this from entity_default as well :
Code: [Select]
/* fooccubus
[COMMON_DOMESTIC_PACK]
*/

There is little way to prevent trading. Your civ must be at war with all other civs with caravans. If I make a new entity with no trading, the first one will come to trade with the second unless they are at war. And if I make an entity at war with the succubi, they are likely to be at peace with the dwarves. Afaik, there is no way to tell that one civ live in isolation and will never trade.

I find trade annoying too but I am okay with only one caravan a year.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Hugo_The_Dwarf on May 21, 2013, 01:28:49 am
Things for hositiles of different views:

BABY_SNACHER (everyone but other snatchers hate them)
ITEM_THEIF (I think everyone hates these guys, even other item_theives?)

removing CAN_SPEAK from a creature (this will cause everyone to wage war on them because they can't make peace treaties, or any intelligent converstations.)

or you can add UTTERACNES so they at least get gibberish names.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 21, 2013, 01:44:53 am
That's right, I forgot about speaking and utterances, I'll try playing with those to see if I can make an deep variant of the succubi.

I wanted to split the civ at some point anyway so let's see what happen.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Iazo on May 24, 2013, 07:24:38 am
What would the deep version do?
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 29, 2013, 02:42:58 am
What would the deep version do?

Mainly build forts with less resources and no trade. All the other races would attack, even the 'civilized' succubi. They would get stronger summons however, but that will remain optional. I am also thinking about removing mechanics, but that is pretty restrictive.

Deep succubi would be cults planning to bring HFS to the surface, regular succubi civs would rather prevent that as it would end their kingdoms. This is  a duel between devils and Cthulu here.

However after trying to add the civ quickly, I had to move back on expectations. I ran into several bugs plus the ones I had already. So I will add the deep succubi next time.

Among the bugs, the succubi stopped picking evil names and started using good ones. A civ named 'The enjoyable surprises' does not really sound demonic. I would not figure what token caused but rolling back a few changes will do the trick.

Also I can not get a sheared horn to melt, perhaps I must add a reaction for this.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Sergarr on May 29, 2013, 03:49:53 pm
A civ named 'The enjoyable surprises' does not really sound demonic.

That, however, definitely sounds succubi-like.
Title: Re: Succubus civ [2.2] - Beasts from below
Post by: Boltgun on May 30, 2013, 02:52:54 am
A civ named 'The enjoyable surprises' does not really sound demonic.

That, however, definitely sounds succubi-like.

Too bad, I revert the entity and they are now "The witches of horribad", for now at least. I need to further look into how names are generated to have them stand out in world gen.

Still no luck bringing a sheared horn to the forges. Those are stocked in the refuse stockpile and disappear pretty quickly there. Tokens in the wiki mentioned that metallic tissues "can be used in forges" but perhaps the shearing job is not producing an usable item. I'll patch it with a reaction for release.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Boltgun on May 30, 2013, 03:09:34 pm
Ta da !

Update 3.0 !

You will need to generate a new world for this update.

This update added a batch of new items for your succubi to use as well as two light metals that will allow even a recruit to move quickly while wearing a full armor.

Highlights :

Stygian Bronze
The succubi could new figure the secret of steel. But their attempts allowed them to discover the benefits of flux stone. By melting bronze bars and welding it back in a delicate pattern, the succubi managed to created a light metal well suited for armor making. The dwarves believe the metal to be haunted as it is impossible for bronze to be this light.

Orichalcum
With the success of summoning livestock from the underworld, the succubi witches turned into bigger creatures. The basilisks are large creatures with an appetite for minerals. They grow an horn on their head that can be cut and melted. Weapons and swords made of orichalcum are prized possessions for a succubus warrior.

Slime soap
The idea was simple... If the tentacle monsters were compulsively cleaning everything, why not milk them of their slime to make soap? The result was successful. Not only it is possible to substitute oil with tentacle slime, but it is also nutritious once boiled.

Other stuff
* Fixed compatibility issues with accelerated DF
* New items including clothes, toys, instruments and pitchforks.
* Speeches as been added for NPCs boasting about a succubus kill.
* Shapes has been added for engraving plus one for gem cutting.
* 'Liquid' reagents have been removed.

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Black_Legion on May 30, 2013, 05:01:19 pm
Mr. Tentacle's Deep Cleaning Slime Soap - Not Spot Left Untouched!
**Product not rated for gnomes and dwarves. If feelings of ecstasy last more than 3 weeks please seek the nearest surgeon immediately.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Iazo on June 02, 2013, 12:53:19 am
There's still some issues with dying wisps.

Under certain circumstances, they can drop "Grim Smoke", "Lost Thoughts", and... "Stray Immature Soul Wisp head unknown frozen creature substance". Um.

Lost Thoughts is a type of stone, since it gets hauled off to the Stone stockpile, and I can use it to build workshops, though it is not possible to make blocks and furniture out of it.

What's more, wisps who are pets get their 'remains' hauled off to coffins, which is pretty weird, but ok.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Hugo_The_Dwarf on June 02, 2013, 01:15:58 am
for your issue of having trouble melting the horn, make a custom reaction for the smelter? That takes a body component of the horns material and produces a bar (or chance to)
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Boltgun on June 02, 2013, 04:40:03 am
for your issue of having trouble melting the horn, make a custom reaction for the smelter? That takes a body component of the horns material and produces a bar (or chance to)

That is what I did. A sheared horn is a 'body part', and I added a reaction class to the material so the reaction pick it properly. I was hoping the game could consider that as a metallic item and that you could melt it directly.

There's still some issues with dying wisps.

Under certain circumstances, they can drop "Grim Smoke", "Lost Thoughts", and... "Stray Immature Soul Wisp head unknown frozen creature substance". Um.

Lost Thoughts is a type of stone, since it gets hauled off to the Stone stockpile, and I can use it to build workshops, though it is not possible to make blocks and furniture out of it.

What's more, wisps who are pets get their 'remains' hauled off to coffins, which is pretty weird, but ok.

Do you have temperature off by any chance? Grim smoke is produced along stygian bronze and like lost thoughts they are supposed to boil immediately.
Upon dying the wisps turn into a kind of smoke, with no side effect but that prevent weird situations like you had.

I need to edit the creature body to get rid of the head. The unknown substance appeared because the wisp got its head chopped off, while the body turned into smoke. With no body parts and hopefully the remains having boiled off, there should be nothing left to bury.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Iazo on June 02, 2013, 05:53:37 am
Nope. Again, using Accelerated DF. I embarked on a very hot and dry volcano, and mucked around with magma forges. A dwarf siege shot some wisps and lust demons that were caught outside before lockdown, so I think that is when they died.

Also, who keeps kidnapping my wisps? I get the notification but never caught anyone. Oh. Also wisps can multiply..got a bunch of strays running around the fortress and generally being annoying.

What would happen if I butchered them?

Also, is it possible to make the deep variant of the succubus to start in a cavern instead of the surface? I think that would fit quite a lot.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Boltgun on June 02, 2013, 06:58:02 am
Accelerated is probably disabling boiling, I'll test that further. I am pretty sure a dwarf beheaded a wisp, it make no sense for wisps to have heads anyway.

I noticed about the wispsplosion, I am looking around to limit their number of births, so that cannot have triplets and so on.

You can butcher them and you get nothing, no meat or frozen substance, but that is very effective to keep their numbers down. Otherwise you can cage em all.

Kidnapping messages are caused by traders leaving with their caged pets. It is a side effect of playing a civ with babysnatcher on. It does not affect your fort as they it is not your wisps getting kidnapped but the ones in the caravan. I have found no way to suppress that message.

Deep succubi will start underground as much as it is possible.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Hugo_The_Dwarf on June 02, 2013, 12:42:56 pm
actually if you wish to keep the large litters but have a way to prevent birthing create a caste or another creature that targets only wisps with an interaction that add STERILE for a short time with a flashing tile so you know it's not going to breed for another 6 1/2 months.

This way you can pasture all your wisps into a room with said critter until you need more then you move the critter out so the wisp can produce again.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Black_Legion on June 02, 2013, 01:04:37 pm
Nope. Again, using Accelerated DF. I embarked on a very hot and dry volcano, and mucked around with magma forges. A dwarf siege shot some wisps and lust demons that were caught outside before lockdown, so I think that is when they died.

Also, who keeps kidnapping my wisps? I get the notification but never caught anyone. Oh. Also wisps can multiply..got a bunch of strays running around the fortress and generally being annoying.

What would happen if I butchered them?

Also, is it possible to make the deep variant of the succubus to start in a cavern instead of the surface? I think that would fit quite a lot.

Magma and such can be used as fuel even without temperature values. It essentially has a hidden [FUEL] tag along with the material definition for it. I quickly downloaded and opened Accelerated DF and it does have its temperature set to "off". This will mean that the reasons you're finding the materials are that they didn't boil off due to a lack of temperature. In order to get the reactions working correctly you need to have temperature settings on:

To Fix:
-- Open d_init.txt in your DF folder.
-- Find the following segment of code:

[TEMPERATURE:NO]
[WEATHER:NO]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]
[TESTING_ARENA:YES]
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]

-- Change it to this:

[TEMPERATURE:YES]
[WEATHER:NO]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]
[TESTING_ARENA:YES]
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]


Due to the current way the raws work we can modify or apply syndromes and tags to creatures, but mostly through boiling stones (having the vapor they create apply the template/syndrome/ect). The only other way is a complex process of having a limb "cut off" and then a temporary necromantic interaction animate the limb... and from there various other crazy things can be done like summoning golems, duplicating creatures, ect. Without the [TEMPERATURE:YES] tab, none of the convential boiling stone reactions will work as they should, hence the weirdness with the materials.

You won't have to make a new save or anything, just go into that file and make that change. The reactions should start working as they should after you make the change and reopen DF.

** Edited for bad tags and spelling.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Iazo on June 02, 2013, 01:21:20 pm
Had another idea.

What if, instead of immigration, you could get new population by capturing hostile ambusher or sieging forces, and then transforming them into succubae? Using a soul wisp, maybe, at a summoning workshop. I know that siegers have their own profession and skills, put I have no idea if this idea can be done. The genders can be assigned in the current percentage too, so you'd have many more females than males, and thus this kind of population expansion would be the main way to advance, rather than breeding and immigration as with dwarves.

(Of course, this is a tame mod, so "poof, you're now a succubus, enjoy your new boobs." magic works fine, but if you wanted to make it more in-line to its spiritual predecessors, you could require that the transformation take place in a room with a bed and chains, while the transforming succubus uses a whip as a weapon. Potentially taking less time/ be more efficient by it having high points in social skills like Persuader/Negotiator. Sort of 'selling their soul', kind of deal, if you wish.)

I know that something like this is planned for the patch after the next one, but I think that the twist I gave it is way more interesting to someone who wants to play the game differently.

Also, I am not sure whether this happens or not, but maybe make the lust demons not require alcohol at all, and be abe to live and work on water only.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Black_Legion on June 02, 2013, 02:34:31 pm
The hedonistic lust demons requiring regular offerings of wine/spirits seems to fit the character type, at least for me. Plus having some of the summons require food/alcohol makes up for their powers and abilities being beyond an armored succubi in some respects. It allows an interesting dynamic having to balance the needs of your troops and the needs of your summons.

The muti-attack summons will definitely in handy given Toady's statement that sieges will be MUCH harder to deal with when your forces are outnumbered, the barrels of booze and and foot taken up by your relatively expendable but hardy summons. Unlike dwarves and their reliance on traps and walls of armored soldiers the summons do help these play differently. I'm still trying to get the hang of just how many wisps and materials I should take at the start to deal with the more challenging biomes though. Food and drink seem to be the least of my problems but zombifying/husking biomes are always a bit tough to deal with until you manage how to deal with the corpse factories.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Black_Legion on June 02, 2013, 06:10:47 pm
I may have found something in the item_fooccubus file. The chess set appears to be missing a tag if you want them to be made from stone, wood, ect.

Currently:
[ITEM_TOY:ITEM_TOY_CHESS_SET]
[NAME:card set:chess sets]

Did you mean to add [HARD_MAT] to it to allow them to be worked from stone, wood, bone, ect?



Title: Re: Succubus civ [3.0] - Dark arts
Post by: Boltgun on June 03, 2013, 02:45:44 am
What if, instead of immigration, you could get new population by capturing hostile ambusher or sieging forces, and then transforming them into succubae? Using a soul wisp, maybe, at a summoning workshop. I know that siegers have their own profession and skills, put I have no idea if this idea can be done. The genders can be assigned in the current percentage too, so you'd have many more females than males, and thus this kind of population expansion would be the main way to advance, rather than breeding and immigration as with dwarves.

That would be an option for the deep succubi. The game expect you to export goods and not having any trade will reward you with little to no immigrants. An alternative source of citizens could be both a way around trade and a decent change in gameplay.

What is difficult is that I need to move the units from hostile to friendly. There is a command that do that but I couldn't tie it in a job. Perhaps it is time for me to start writing dfhack scripts, I know I have to learn its api at some point.

The succubi are already not alcohol dependent (no 'Need alcohol to get through the working day'), they still drink because they like the wine. I still have to decide on the matter but I will not use alcohol on pets however as the game does not handle their food and drinking right.

I may have found something in the item_fooccubus file. The chess set appears to be missing a tag if you want them to be made from stone, wood, ect.

Currently:
[ITEM_TOY:ITEM_TOY_CHESS_SET]
[NAME:card set:chess sets]

Did you mean to add [HARD_MAT] to it to allow them to be worked from stone, wood, bone, ect?

Oops, that will be fixed asap.

Btw, when multi attacks are released, there will be the cerberus. Succubi can hold a long sword in each hand too, with their speed advantage the amount of attacks you can pull should be really good.

Title: Re: Succubus civ [3.0] - Dark arts
Post by: Iazo on June 03, 2013, 10:53:16 am
Something is wrong with Vampire Succubus.

During a siege, when I put a lockdown in place, I found one of my Fortress inhabitants dead, drained of blood. Dwarf Therapist shows me 17 units, the unit screen in-game shows me 16. I know that DT has a fondness for reporting ghosts as living, but every dead person has at least a slab engraved.

I cannot find the 17-th succubus, even if I scoured the fortress z-level by z-level manually. It does not appear in any in-game list, like burrow, military, noble. DT reports her as having one single bad thought, being injured (I assume in the scuffle with the drained victim), but not a single other thought, which is weird since my fortress has enough engraving to give happy thoughts.

I can only assume that it is invisible somewhere, and will plague my fortress. :(
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Hugo_The_Dwarf on June 03, 2013, 12:08:18 pm
Something is wrong with Vampire Succubus.

During a siege, when I put a lockdown in place, I found one of my Fortress inhabitants dead, drained of blood. Dwarf Therapist shows me 17 units, the unit screen in-game shows me 16. I know that DT has a fondness for reporting ghosts as living, but every dead person has at least a slab engraved.

I cannot find the 17-th succubus, even if I scoured the fortress z-level by z-level manually. It does not appear in any in-game list, like burrow, military, noble. DT reports her as having one single bad thought, being injured (I assume in the scuffle with the drained victim), but not a single other thought, which is weird since my fortress has enough engraving to give happy thoughts.

I can only assume that it is invisible somewhere, and will plague my fortress. :(

I forgot if it was DT or another program, but it would be an error where it counts a kidnapped child. You have 16, but the knapper ran off with 17 and some bug is allowing DT to pick up on the victum (cause knapped kids arn't killed they just vanish at the edge of the map with the kidnapper)

EDIT:

Also if you are using the idea of an invader being converted or sacrificed you can just have a workshop give a worker and really short interaction that targerts sentient hostiles, the hostile gets and interaction to transform a soul wisp to a member of your civ (caste that never shows up, succubi slave?) if soul wisps naturally have the [PET] tag that will cause an issue, but if you can embark with say a creature (wisp mother, and father) these two are buy able pets  but they are very rare, where as the children (soul wisp) is a very common non pet caste.

Just in case you can't figure out a DF hack script
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Iazo on June 03, 2013, 01:37:06 pm
Something is wrong with Vampire Succubus.

During a siege, when I put a lockdown in place, I found one of my Fortress inhabitants dead, drained of blood. Dwarf Therapist shows me 17 units, the unit screen in-game shows me 16. I know that DT has a fondness for reporting ghosts as living, but every dead person has at least a slab engraved.

I cannot find the 17-th succubus, even if I scoured the fortress z-level by z-level manually. It does not appear in any in-game list, like burrow, military, noble. DT reports her as having one single bad thought, being injured (I assume in the scuffle with the drained victim), but not a single other thought, which is weird since my fortress has enough engraving to give happy thoughts.

I can only assume that it is invisible somewhere, and will plague my fortress. :(

I forgot if it was DT or another program, but it would be an error where it counts a kidnapped child. You have 16, but the knapper ran off with 17 and some bug is allowing DT to pick up on the victum (cause knapped kids arn't killed they just vanish at the edge of the map with the kidnapper)

EDIT:

Also if you are using the idea of an invader being converted or sacrificed you can just have a workshop give a worker and really short interaction that targerts sentient hostiles, the hostile gets and interaction to transform a soul wisp to a member of your civ (caste that never shows up, succubi slave?) if soul wisps naturally have the [PET] tag that will cause an issue, but if you can embark with say a creature (wisp mother, and father) these two are buy able pets  but they are very rare, where as the children (soul wisp) is a very common non pet caste.

Just in case you can't figure out a DF hack script

You may be right. I think I found the vampire based on her suspiciously long list of former associations. She is now built in a room, and we'll keep an eye on it, see if it dies.
Title: Re: Succubus civ [3.1] - Dark arts
Post by: Boltgun on June 06, 2013, 12:47:46 am
Update 3.1

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

* Soul wisps have no head anymore, and will die quicker when attacked. The same applies to pain elementals.
* Soul wisps will only have one child at a time.
* Capitalized professions and positions names to match the default ones. ¹
* Nahash and basilisk eggs are now edible when cooked. ²

¹ Only applies to new forts.
² Only eggs laid after updating will be edible, you'll have to get rid of eggs you already have in stock.

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: Succubus civ [3.1] - Dark arts
Post by: Godlysockpuppet on June 07, 2013, 09:17:05 am
You may want to make succubi be their full size when born due to a newly discovered bug. it means fortress creatures (including your inhabitants) never grow. Loving it so far boltgun :)
Title: Re: Succubus civ [3.1] - Dark arts
Post by: Boltgun on June 08, 2013, 01:02:40 am
I just read the thread about it, this is a pretty bad bug. I'll use the chance to check that summons appear at their intended size.
Title: Re: Succubus civ [3.2] - Dark arts
Post by: Boltgun on June 11, 2013, 12:41:57 pm
Update 3.2

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

This is mostly a sprite update and a couple of tweaks. I did NOT fix the body sizes because it was found to be easily fixed on the dfhack thread (http://www.bay12forums.com/smf/index.php?topic=91166.msg4310462#msg4310462l), expect a fix in the form of a script soon.

- Sprite update : Darkened the outlines on succubi to make them easier to read.
- Sprite update : Added farmers jobs and basilisk child.
- Soul wisps no longer report as being blind in the health screen.
- The summoning circle has a more explicit middle tile.
- Made a few names shorter.¹

¹ Only take effect on new worlds and perhaps generated units.

Download (http://dffd.wimbli.com/file.php?id=7492)

In nother news I ported the first half of tweak makeown into ruby. I can already take control of goblin merchants already, even if they currently drop their clothes.
Once I completed, reactions that convert caged invaders to your fort will be possible, but I need to test this against loyalty cascades.
Title: Re: Succubus civ [3.2] - Dark arts
Post by: Godlysockpuppet on June 11, 2013, 03:16:39 pm
Hahaha look at my civilization name;
(http://i1169.photobucket.com/albums/r508/chrsiy/hi_zpseefc4072.png) ;D
Also a quick note from the error log;
Code: [Select]
*** Error(s) finalizing the creature SUMMONING_RITUAL
SUMMONING_RITUAL:GENERIC:eye: No tissue thickness
*** Error(s) finalizing the creature SUMMONED_SOUL
SUMMONED_SOUL:GENERIC:eye: No tissue thickness
*** Error(s) finalizing the creature SOUL_WISP
SOUL_WISP:MALE:eye: No tissue thickness
SOUL_WISP:FEMALE:eye: No tissue thickness
*** Error(s) finalizing the creature PAIN_ELEMENTAL
PAIN_ELEMENTAL:GENERIC:eye: No tissue thickness
Title: Re: Succubus civ [3.2] - Dark arts
Post by: Boltgun on June 13, 2013, 02:51:50 pm
Hahaha look at my civilization name;
(http://i1169.photobucket.com/albums/r508/chrsiy/hi_zpseefc4072.png) ;D

Dwarf fortress, aka "I see what you did there!". Among the names I had, the Immorality of Bees (my god) and the Seducers of Generals, the last ones took babysnatching to a new level.

I also fixed the bugs from the error log :

Update 3.3

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

That should be the last update before 4.0.

Changes :
- Added the missing eye tissues to the creatures (herp derp, forgot to check errorlog.txt).
- Enhanced the weaponry stats of stygian bronze, those are now equivalent to normal bronze despite their low weight.
- Boosted the pitchforks damage from a nerf toy to a lighter pike.
- Increased the alchemy skill gains.

Enjoy !

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Boltgun on June 18, 2013, 02:21:25 am
Orichalcum is broken !

It seem that the job at the smelter will take any items made of this metal, including metal bars. And for each metal bar you end up with 150 more bars. I left the job on repeat and I ended with enough metal to outfit the world.

In addition, summoning basilisks require 4 of each bar but DF does not show any number on screen.

I am working on a fix asap.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Di on June 20, 2013, 05:03:10 pm
Code: [Select]
The Warlord kicks The Pangolin in the upper body with her left hoof, bruising the muscle!
The Warlord kisses The Pangolin in the upper body, bruising the muscle!
The Pangolin is propelled away by the force of the blow!
The Pangolin's upper body skids along the ground, bruising the muscle!
The Pangolin slams in to an obstacle!
Oh the power of love :P.

Any attack needs to pierce skin to apply special effects, so venom never gets injected with those licks and kisses. So while those act as manifestation of demonic perversion they have far less effect than the were intended to.
You'd need to use interactions to get that working. Or maybe you could make their lips covered with saliva (SECRETION token on wiki (http://dwarffortresswiki.org/index.php/Creature_token)) that will come in contact with target upon attack. I've never done anything like that myself though and I believe kissing through the pants still won't do the trick.

Also succubi are creatures driven to depravity by their nature, so how about adding some drawbacks caused by this nature? i.e. Giving them some combat interactions that do nothing except appear in combat log. ("A succubus licks her lips teasingly" or "A succubus makes a kissy face at foe" etc.)
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Meph on June 20, 2013, 10:57:34 pm
Quote
In nother news I ported the first half of tweak makeown into ruby. I can already take control of goblin merchants already, even if they currently drop their clothes.
Once I completed, reactions that convert caged invaders to your fort will be possible, but I need to test this against loyalty cascades.

This looks really, really interesting. I just wrote a PM the Kurik about this, to "bribe" caravan guards into your fortress, but using caged invaders gives it a new spin.

Isnt it a problem taking control over merchants, because they leave all their items? You know, free tradegoods and all that?

I would be very interested to see your work on this matter, because I believe both the goblins and the drow might have a use for this technology, and dwarves/orcs for buying the service of the caravans guards of their home-civ. :)
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Godlysockpuppet on June 21, 2013, 02:27:28 am
wrong thread meph?  ???
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Boltgun on June 21, 2013, 03:03:05 am
wrong thread meph?  ???

I talked about writing script in another thread, I guess it is the best way to reach me.  :)

I tested makeown on caravans so far, I caged a minotaur and test it too. (Edit: Minotaur gets hostile)

I only have to port the clothing fix and make it accept an unit ID. Afterwards all that is left is to use autosyndrome/syndromeTrigger to execute it on prisonners.


About
Also succubi are creatures driven to depravity by their nature, so how about adding some drawbacks caused by this nature? i.e. Giving them some combat interactions that do nothing except appear in combat log. ("A succubus licks her lips teasingly" or "A succubus makes a kissy face at foe" etc.)

I did not knew about blunt attacks not using venom, I assumed it works but it must have been the licking. I'll give it a try, as long as it does not several body parts that should be okay.

More interactions will come down the road, be it for flavor text or powers.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Iazo on June 21, 2013, 12:41:36 pm
I am ridiculously excited about this mod, for some reason!
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Di on June 21, 2013, 05:46:18 pm
Another little bit of passionate weirdness.
Code: [Select]
The Warlord licks The Troglodyte in the left lower leg, chipping the bone!
Lust demon saliva is injected into the The Troglodyte's troglodyte blood!
-snip-
The Warlord licks The Troglodyte in the left hand, chipping the bone!
Lust demon saliva is injected into the The Troglodyte's troglodyte blood!
The Warlord kisses The Troglodyte in the right foot, fracturing the bone!
Lust demon saliva is injected into the The Troglodyte's troglodyte blood!
Now that's something lusty demon would do.  :P

Edit: Also, I don't see there any chainmail bikinis.
Nevermind, found corsets.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Meph on June 22, 2013, 02:18:10 am
I spoke with Kurik Amudnil (oh god I hope the nick is written correctly) about the topic. But correct, I somehow read a post by you while reading the dfhack topic, while having the succubus mod thread open as well... thought it was all here. Sorry for the derail then. ;)

Btw, I really like this mod, it reminds me of Dungeon Keeper a bit. :)
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Boltgun on June 23, 2013, 08:05:22 am
Edit: Also, I don't see there any chainmail bikinis.
Nevermind, found corsets.

corsets > bikinis
Btw credit where it is due, lick and kiss attacks were in the lust demon mod this one was derivated from.

I spoke with Kurik Amudnil (oh god I hope the nick is written correctly) about the topic. But correct, I somehow read a post by you while reading the dfhack topic, while having the succubus mod thread open as well... thought it was all here. Sorry for the derail then. ;)

Btw, I really like this mod, it reminds me of Dungeon Keeper a bit. :)

Thank you, I loved this game and did not realize at first how close I was getting to it.

Anyway, the deep succubi civ is written and is working. I have to complete a few details, like their relationship with the regular ones, and a way around their lack of migrants.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Di on June 23, 2013, 11:42:15 am
Did you know your succubis don't have tongues? Their [BODY:stuff] lacks either FORKED_TONGUE or TONGUE.

Also I've been fiddling with their kissings after my fort died to some crash I couldn't figure out.
So I humbly suggest these values:
Spoiler: code (click to show/hide)
They still tend to lick adversary's brain into parts from time to time, but mostly they pass from exhaustion while liking if it's the only attack available.
Also, that SECRETION bit on the top does the trick for poisoning. Not 100% guaranteed but still extremely likely to affect.
And lastly, I think syndrome like this better qualifies as paralysing kiss.
Code: [Select]
[CE_PARALYSIS:SEV:200:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
[CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
It makes human partially paralysed and, unlike the current one, kicks in before the target is already dead.
As for [CE_SPEED_CHANGE:SPEED_PERC:75:START:0:END:300], I'm not sure I've noticed any effect in arena.

edit: Okay, secretion may be not the best solution to the problem. When you play fortress mode you'll get fortress slobbered since they tend to drool into every pool of water, the rain also doesn't make things better. Guess it must be done with interactions.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Boltgun on June 24, 2013, 02:33:11 pm
Did you know your succubis don't have tongues? Their [BODY:stuff] lacks either FORKED_TONGUE or TONGUE.

Also I've been fiddling with their kissings after my fort died to some crash I couldn't figure out.
So I humbly suggest these values:
Spoiler: code (click to show/hide)
They still tend to lick adversary's brain into parts from time to time, but mostly they pass from exhaustion while liking if it's the only attack available.
Also, that SECRETION bit on the top does the trick for poisoning. Not 100% guaranteed but still extremely likely to affect.
And lastly, I think syndrome like this better qualifies as paralysing kiss.
Code: [Select]
[CE_PARALYSIS:SEV:200:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
[CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:1:END:200]
It makes human partially paralysed and, unlike the current one, kicks in before the target is already dead.
As for [CE_SPEED_CHANGE:SPEED_PERC:75:START:0:END:300], I'm not sure I've noticed any effect in arena.

edit: Okay, secretion may be not the best solution to the problem. When you play fortress mode you'll get fortress slobbered since they tend to drool into every pool of water, the rain also doesn't make things better. Guess it must be done with interactions.

No tongue? This must be fixed asap! And to top that, they will have long tongues.

I wanted to review venoms down the road, I made those when I had little grasp on syndromes and timing. Now those act quickly and should be effective. I did the same to the other creatures with syndromes. Now I have to arena test it all.

In my first tests, with paralysis proved it to be overpowered. One lick was enough to put an enemy to the ground and the next move was a bash to the head. I'll try it again but as a localized effect: A kiss on the arm should cause the enemy to drop his weapon. I kept the attack power however, for now. I'll change that when there will be more power to play with.

I am pretty sure that kisses inject venom in the target blood, I have the message in my logs as long as the kiss do some damage, like chipping a bone. I'd rather avoid putting secretions on citizens. While it is funny on a creature, on citizens it will generate too much spatter and I have to mind the FPS. Besides, drooling succubi... But that could be an idea to a disease.
Title: Re: Succubus civ [3.0] - Dark arts
Post by: Kurik Amudnil on June 25, 2013, 05:58:38 pm
What if, instead of immigration, you could get new population by capturing hostile ambusher or sieging forces, and then transforming them into succubae? Using a soul wisp, maybe, at a summoning workshop. I know that siegers have their own profession and skills, put I have no idea if this idea can be done. The genders can be assigned in the current percentage too, so you'd have many more females than males, and thus this kind of population expansion would be the main way to advance, rather than breeding and immigration as with dwarves.

That would be an option for the deep succubi. The game expect you to export goods and not having any trade will reward you with little to no immigrants. An alternative source of citizens could be both a way around trade and a decent change in gameplay.

What is difficult is that I need to move the units from hostile to friendly. There is a command that do that but I couldn't tie it in a job. Perhaps it is time for me to start writing dfhack scripts, I know I have to learn its api at some point.

Hire Guard (http://www.bay12forums.com/smf/index.php?topic=127720.0) could be modified to find a unit in a constructed or stockpiled cage (built adjacent to the building or linked via stockpile link or within a visible range of the worker) and then change their race to match the succubus fort race (either by were creature transform or true transform) before running the make_own function (makeown.lua included with hire guard, require 'makeown').
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Meph on June 26, 2013, 02:52:12 am
Wouldnt that mean that you need a succbi-caste for them? Taking a goblin and making a fort-member-succubi is different from taking a goblin and making a fort-member-goblin.

The main problem would be the natural occurence (pop_ratio:0 doesnt work and defaults to average pop_ratio), and the creature graphics. You cant have caste-specific sprites, so your goblin-caste would still look like a succubi. So its not really taming/converting captives, its succubi-fying them.

It makes sense for a magical race.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Kurik Amudnil on June 26, 2013, 04:00:17 am
I read "transforming them into succubae" as changing their race, the goblin wouldn't be a goblin anymore.  without mutating their race into the same as the fort, they would be pretty useless.  Yes, that would mean using the same creature graphics as the fort race.  The deep succubi race could have a caste for mutated captures but the same issues of children being born of that caste and inter breeding apply.  Those issues might not be applicable here as I think it would make sense for a succubified mutated capture caste to interbreed and who is to say a new born mutated capture caste baby didn't have an ancestor who was converted?
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Meph on June 26, 2013, 04:20:41 am
So an alien race makes sense, "implant egg into caged invader", to spawn a new alien. Maybe makes kind-a sense for an incubi and a female invader, but that would be breaking the limits of good taste.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: Boltgun on June 26, 2013, 04:52:15 am
Wouldnt that mean that you need a succbi-caste for them? Taking a goblin and making a fort-member-succubi is different from taking a goblin and making a fort-member-goblin.

The main problem would be the natural occurence (pop_ratio:0 doesnt work and defaults to average pop_ratio), and the creature graphics. You cant have caste-specific sprites, so your goblin-caste would still look like a succubi. So its not really taming/converting captives, its succubi-fying them.

It makes sense for a magical race.

That exactly what will happen.

Deep succubi are bound to have little migrants (no trade nor diplomats). Prisoners will become an alternative sources of citizens as they are turned into half breed castes.

I plan to extend this to other targets too, like transforming a Minotaur into a balrog like monster.

Civilized succubi will only convert prisoners into 'pet citizens'. That will be a much less powerful variant as they have other perks to play with. Afaik labors may be given to such citizens (I have not tested it yet) and they will defend the meeting areas. I'll add no_sleep to them to avoid bed issues.

The bigger challenge is to have sieges while playing the deep succubi in the first place. I will probably use a workshop dedicated to that.

PS: It will be magical, like summoning, I'll leave the details of the process out for your imagination.
Title: Re: [CIV] Succubus civ 3.3 - Dark arts
Post by: laularukyrumo on June 26, 2013, 04:07:45 pm
Unfortunately, CE_PARALYSIS cannot be localized. It's always total body paralysis. I'm really liking how this is developing though!
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on June 27, 2013, 01:39:21 am
Update 4.0

You need to generate a new world to use this update.

Not all the succubi gave up on their origins and many cults are gathering in the underground. According to those cults, the world must be prepared for the return of their masters who will devour every mundane race in the world. When that will happen, the succubi will be at their side as their concubines.

Ironically, the greatest opposition to them are the succubi kingdoms, who rather not return into servitude.


The civ is currently in an alpha state, there is no additions besides the difficulty. I needed to release the bug fixes and test the civ itself before moving into special effects.

The sprites are also temporary, you can distinguish the deep succubi by their blue background. They will receive their own sprite later on.

The plan is to
a) Finish the regular succubus sprite sheet and summons so I can start the deep succubus sheet.
b) Test the dfhack effects I need for the future workshops.

Changelog :
+ New civ ! Deep succubi.
- The deep succubi have no access to trading.
- The deep succubi are at war with everyone.
- From the other races perspective, they act as a skulking civ.

+ Other fixes
- Halved the growth rate of basilisk horns.
- Summoning basilisks only require one bar of each type instead of four.
- Orichalcum making will properly select a basilisk horn.
- Gave missing tongues to the creatures.
- The incubi have now the same attacks as the succubi.
- Various venoms now act faster and are more effective.
- Gave the civilization more names to choose from.


Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Di on June 27, 2013, 10:27:45 am
So, ugh, do they still kiss skulls through the brain?
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on June 27, 2013, 11:46:33 am
So, ugh, do they still kiss skulls through the brain?

Yes, those are their main attacks so I need to give it a better arena testing before nerfing it. An unarmed succubi will have little change to win otherwise.

Deep succubi are more likely to throw a kick so that is less of a problem for them.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: laularukyrumo on June 27, 2013, 02:06:45 pm
I really wish there was a better way of adjusting attack percentage other than MAIN and SECOND, because it literally means "do you want the creature to be able to use this outside of an aimed attack in adventure mode or not?"

What you COULD conceivably do is to create differently-named duplicates of each attack and give them all MAIN priority, and then just do the math on how many variants of each you would need to get the ideal percentages. The problem is that not only would the raws look a lot less pretty, you would have to edit each of the duplicates any time you did a change. Creature variants won't help, afaik.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Di on June 27, 2013, 05:59:40 pm
Oy! Actually not only deep succubi lack trade but normal ones too. They don't have access to any wagon pullers and pack animals, so traders get announced but don't really show up.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Meph on June 28, 2013, 12:26:40 am
I really wish there was a better way of adjusting attack percentage other than MAIN and SECOND, because it literally means "do you want the creature to be able to use this outside of an aimed attack in adventure mode or not?"

What you COULD conceivably do is to create differently-named duplicates of each attack and give them all MAIN priority, and then just do the math on how many variants of each you would need to get the ideal percentages. The problem is that not only would the raws look a lot less pretty, you would have to edit each of the duplicates any time you did a change. Creature variants won't help, afaik.

I actually did this in Masterwork. There are some easter eggs hidden in the unarmed combat, like "makes a face to distract the enemy and quickly punches" or "takes on the drunken master stance and hits". The rest are duplicates of normal combat. It works, the easter eggs show up, but rarely.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on June 28, 2013, 01:27:08 am
I had a succubi swordmaster kill a forgotten beast with a punch. I will probably make only bring scratching forward along the other two.
However the attacks will still deal damage, ideally it would tear skin or chip a bone and inject venom.

Edit :
Oy! Actually not only deep succubi lack trade but normal ones too. They don't have access to any wagon pullers and pack animals, so traders get announced but don't really show up.

I did not touch the pullers for the civilized succubi, I am testing it with a new world and will confirm that.
Edit: Caravans are indeed there as intended. The civ has COMMON_DOMESTIC_PULL animal, that include usually donkeys and horses, perhaps by accident or through another mod, your civ lost access to these animals. I am taking a safer route as testing the addition of COMMON_DOMESTIC_PACK.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: laularukyrumo on June 28, 2013, 12:55:32 pm
Yeah, I've seen the Drunken Master stance, because during my brief experience with Masterwork, I exclusively played adventure mode, and therefore had access to the drunken master stance at will. It turned out to be obscenely powerful. Or maybe I just got lucky. Who knows?
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Di on June 28, 2013, 02:02:05 pm
Caravans are indeed there as intended.
Have you seen them at your depot? For me there was an announcement only.
The wiki says civ needs all [COMMON_DOMESTIC_ tags to use them to a full extent. That will cause demon girls bring pet chickens and piglets though.
Also at the embark screen there were only soul wisps and trolls available. And wisps only when negotiating with liaison.
I don't have any other mods.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Hugo_The_Dwarf on June 28, 2013, 02:07:23 pm
easy fix is to let an EVIL pet or something to that effect that can Pull wagons and have trade compacity. I think your deep seccubi use evil pets, Idk haven't downloaded it lol
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on June 28, 2013, 03:08:33 pm
Have you seen them at your depot? For me there was an announcement only.
The wiki says civ needs all [COMMON_DOMESTIC_ tags to use them to a full extent. That will cause demon girls bring pet chickens and piglets though.
Also at the embark screen there were only soul wisps and trolls available. And wisps only when negotiating with liaison.
I don't have any other mods.

The wagon were there and they moved toward the depot. I should have let them drop their supplies before moving on to be sure but nothing changed for me since the previous version.
The wiki seems to be inaccurate about the COMMON_DOMESTIC tags, at least when you have access to evil and cavern pets.

COMMON_DOMETIC_PULL added wagons and the ability to trade, PACK added to goblin allowed them to come to trade too using elf style pack animals. Perhaps the lack of PACK cause this issues on some, but not all forts. Like for example caravans not falling back on the second method should the depot not reachable by wagon.

I'll try modifying nightmares to fill theses roles, after all I had the perfect creature right under my eyes all this time.

Edit: Okay, so adding an underground biome is a sure way to give the succubi access to a creature. In this case, I made nightmares pets and added caverns in their list of habitats. This seems to add trading abilities to them without any COMMON_DOMESTIC tags.
But... this gives trading to the deep succubi. So I revoked their access to evil animals, I restored their access to soul wisp by removing the creature's evil tag. This will probably have the side effect of making stray wisps appear in caverns.
I am afraid that despite all of this, this issue is not fixed. Perhaps the game checks for tags and not creatures when it is time to spawn traders. I'll try making a trade depot unfit for wagons to see what happens.

EVIL alone is not enough to give access, my guess is that non caverns creatures requires the civ to be on the accurate biome first, afaik you can't enforce a start on evil biomes. However it filter the creature for other races.

Edit edit : It is working, both when the depot is available for the wagons or not.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Di on July 02, 2013, 02:32:42 pm
About summoning. Is that transformation of summoner really necessary? It is both exploity, since the summoner is healed of everything for free, and inconvenient, because transformation causes them to drop their gear and they usually tend not to wander off in search of new one.

Also, what's wrong with formatting in some of the files? creature_fooccubus_deep.txt for example is a mess without newlines.

Oh, and you cannot milk your citizens.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Sergarr on July 02, 2013, 04:52:02 pm
If you see a file with no visible formatting, try Notepad++ (Putnam uses it everywhere)
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on July 03, 2013, 01:36:08 am
About summoning. Is that transformation of summoner really necessary? It is both exploity, since the summoner is healed of everything for free, and inconvenient, because transformation causes them to drop their gear and they usually tend not to wander off in search of new one.

Also, what's wrong with formatting in some of the files? creature_fooccubus_deep.txt for example is a mess without newlines.

Oh, and you cannot milk your citizens.

The transformation is unfortunately necessary, I had no other options to immobilize the worker until the interactions are done. My other attempts made the process very unreliable.

You'll need notepad++ or Sublime text to open the raws, sorry for the inconvenience. I work a bit on Linux and so windows notepad cannot read the line endings. You will be more comfortable with a code editor.

I found out you cannot milk your citizens, but I did not feel like removing it. It somehow made sense for me in DF's very precise creature descriptions.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Godlysockpuppet on July 12, 2013, 08:02:18 am
Typo; you misspelled the whipper position as "whiper" in the entity file.
//Edit you also misspelled "priestess" as priestress.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on July 12, 2013, 02:09:45 pm
I'll have those typos fixed asap along with a few sprites. I'll take any typo report as obviously English is not my first language.

I also discovered that an outpost liaison will visit your fort even if there is no trade to do and no matching position, perhaps I can work around this.
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Godlysockpuppet on July 12, 2013, 04:07:07 pm
Your English is very good so don't worry :)
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Iazo on July 14, 2013, 03:43:37 pm
I'm anxiously awaiting the next release! I want to see what happens!
Title: Re: [CIV] Succubus civ 4.0 - Milith fhtagn!
Post by: Boltgun on July 16, 2013, 08:27:26 am
I'm anxiously awaiting the next release! I want to see what happens!

I'm happy that you like it. I finished the worker sprites for the regular succubi, all that is left are nobles and variants.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on July 17, 2013, 12:55:17 am
Update 4.1

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

This is a minor update with sprites and an attempt to remove the 'peasant' that visit deep succubi forts. Otherwise there is sprites for all the jobs now.

Changelog :
- Sprite update: Added fishery workers, crafters, medics, jewelers and rangers.
- Fixed a couple of typos in the civs positions.¹
- Deep succubi should no longer receive the visit of an outpost liaison.
- Deep succubi should no longer send thieves or attack your fort.

¹ Might require a new fort to take effect

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Godlysockpuppet on July 17, 2013, 06:47:11 am
Any clues as to what we should expect in the next update? ;D
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on July 18, 2013, 01:22:07 am
Any clues as to what we should expect in the next update? ;D

More content for the deep succubi : A workshop to call migrants, provoke a siege or throw some other nasty tricks, a couple of summons and of course transforming invaders into half breed.
Depending of the behavior of sentient pets I can enforce, regular succubi will either have similar tricks or will be able to turn invaders into bodyguards.

But first I want to finish the sprite sheets I started, there is not a lot of those left.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Godlysockpuppet on July 18, 2013, 04:15:23 am
Nice :) goodluck
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 08, 2013, 01:18:42 pm
Hi, here's some progress report on the mod.

I added a couple of new sprites, drunk, warlord, champion... I foolishly added skeleton too before I noticed that they are inactive in other sets and perhaps non functional. I am throwing positions from other civs in the mix since they tend to get in war so much.

I also have a couple of dfhack scripts down : One to remove the tame flag on a creature (they remain friendly) and another to fix natural skills that not applied by transformations.

The scripts work but they are not called by interaction for now. There is a nice solution in expwnent's fork of dfhack but I doubt giving the plugins compiled for the 3 OS is a nice move. Until dfhack r4's release I'll try this with the LOS script.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Meph on August 08, 2013, 01:35:34 pm
Quote
I also have a couple of dfhack scripts down : One to remove the tame flag on a creature (they remain friendly) and another to fix natural skills that not applied by transformations.

First one: Why remove the tame-flag and from what?  ???
Second one: Awesome, can I have a copy?  ;D
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 09, 2013, 07:30:43 am
Untaming a selection of summoned creatures will give work to animal trainers. Such creature still belong to the fort, they can be put in pasture and cages and perhaps be milked and sheared. I'll raise the animal training rate to compensate for the lost labor.

However they'll need to be tamed if you want to do war/hunt training. This is intended to give a way to have creatures patrolling the fort (as they follow their trainers) and make bodyguards harder to provide.

I thought I had skills working but it turns out it is a complicated then an array of values. I need to create an object from scratch, or find a way to 'train' the skill before having my way with it, back to the drawing board I guess.

Here is where I'm at for now. (https://gist.github.com/Devduweb/6193187)
For testing, I use this rb script to catch an unit ID first :
Spoiler (click to show/hide)
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Meph on August 09, 2013, 10:12:20 am
When you say summoned units, you mean: Drop bodypart, animate, transform, resurrect, get friendly unit?

So the script allows friendly units (which you cant interact with) to be pastured and trained? Or am I completely wrong? ^^
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 09, 2013, 11:22:46 am
When you say summoned units, you mean: Drop bodypart, animate, transform, resurrect, get friendly unit?

So the script allows friendly units (which you cant interact with) to be pastured and trained? Or am I completely wrong? ^^

No I could not handle friendly units back then and went for transforming a basic pet instead.

This script however might do the trick :
https://gist.github.com/Devduweb/5756412
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Meph on August 09, 2013, 11:40:20 am
Yeah, that could work, but I guess its difficult to restrict it to only the spawned creatures, and have it run from a reaction...
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 09, 2013, 12:54:07 pm
That is what I am working on now. If we can use the line of sight of a creature, this could work. Otherwise this will wait for dfhack r4.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Meph on August 09, 2013, 02:47:33 pm
Yes, you can use line of sight, Kurik Amudnil did it with his hire-guard, which is a modified makeown anyway.

I thought about a 1 tile workshop that can run this on these buggy "friendly" merchants that sometimes appear with your migrants. Have a dwarf run there and convince them to stay, but I cant figure out a way to make only those targetable, and not the real merchants as well...
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Hugo_The_Dwarf on August 09, 2013, 03:00:02 pm
Yes, you can use line of sight, Kurik Amudnil did it with his hire-guard, which is a modified makeown anyway.

I thought about a 1 tile workshop that can run this on these buggy "friendly" merchants that sometimes appear with your migrants. Have a dwarf run there and convince them to stay, but I cant figure out a way to make only those targetable, and not the real merchants as well...
Run it and have it look for friendly merchants of same race around the edges of the map with a 5 tile range (to include the idle wander range) thus if real merchants come. only run it when they are at the depot or closer to the middle of the map.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 12, 2013, 02:20:31 am
Yes, you can use line of sight, Kurik Amudnil did it with his hire-guard, which is a modified makeown anyway.

I thought about a 1 tile workshop that can run this on these buggy "friendly" merchants that sometimes appear with your migrants. Have a dwarf run there and convince them to stay, but I cant figure out a way to make only those targetable, and not the real merchants as well...

This works, I made the first script that untame soul wisps near a creature. Using autosyndrome to run it with worker's id as an argument, this will do the job:
https://gist.github.com/Devduweb/6206382

This will not be foolproof as if the summoning is interupted you will end up with untame wisps, and those will always transform into untame creatures, but wisps can be trained back. The chances that a summoner dies right as the wrong time is really low, you have to do that on purpose.

Now I have the most important part of the next update.
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Godlysockpuppet on August 18, 2013, 09:41:10 am
How long till the new update? :)
Title: Re: [CIV] Succubus civ 4.1 - Milith fhtagn!
Post by: Boltgun on August 18, 2013, 10:56:34 am
Give it a week or two. I have to enter new jobs and castes and test everything.

I am putting what I wrote so far together so I can release a minor update while you wait.  ;)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on August 19, 2013, 01:11:17 am
Update 4.2

You can update your saves by dropping the raws in your data/save/<save folder>/raw folder.
More info about updating your saves or generating a new world here (http://www.bay12forums.com/smf/index.php?topic=29157.0).

There is now a hack folder in the archive containing both Kurik Amudnil's fov plugin (from the hire guard (http://www.bay12forums.com/smf/index.php?topic=127720.msg4348700#msg4348700) mod) and the new scripts that will run when you summon a creature. Like the other parts of the mod, it is installed by dropping the folder in your df folder and accepting fusions. This will not overwrite other scripts you have installed in dfhack.

Changelog :
+ Summoning changes
Training summoned monsters require a little more organization now. Several monsters are no longer tame when summoned and must be first caged in a training area and tamed.
However untamed summoned creatures are still friendly pets and remain safe to keep in the fort. They can be assigned to a cage or a pasture.
Taming a monster will be useful if you wish to use it as a pet or a hunting/war animal.

The creatures that need to be tamed are :
- Tentacle monsters
- Nightmares
- Hellhound
- Basilisks
- Fire imp

As a compensation, the animal training skill rate has been increased by 300% for the succubi and 200% for the deep succubi.

Natural skills are now provided to the summoned creatures. This change will be retroactively applied to your creatures upon loading your save.

+ Others
- Sprite update : Added drunk, merchant, warlord, champion, witch/alchemist, zombie basilisk
- Summoning rituals no longer affect wisps through walls and floors.

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Godlysockpuppet on August 19, 2013, 07:16:04 am
"give it a week or two"
Week or two my ass. That was one day ;D
There's more than enough content currently to consider this a new release
 
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: laularukyrumo on August 19, 2013, 05:09:48 pm
He's mentioned he'll consider this to be v5.0 when proper Enthralling and enslavement are added. Devlog on OP, oh boy!
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on August 20, 2013, 02:22:42 am
Haha yes, that one is an appetizer.

I consider any update that does not require a new world as a minor one. Scripts have this advantage of not requiring a game reset.

5.0 will have 2 summons, 2 workshops with their reactions and 3 castes for the deep succubi. The last feature I need to search for is a way to make sentient creatures useful to your fort.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on August 29, 2013, 01:37:49 am
Here's a progress report :

I now have a building that allow you to call for sieges. This will be exclusive to the deep succubi as they get no migrants after the initial two waves so a degree of control on the sieges will be useful.
The siege you upon provocation will be random, it is weighted towards humans and elves but with luck you can get a dwarf or kobold siege.

I added the castes for the deep succubi to transform their prisoners to, I have trouble with body parts not overwriting but otherwise transformed prisoners will have strengths and weaknesses you can exploit.

Next step is to add the actual transformations.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 11, 2013, 01:06:30 am
Progress report :

I just went through a brick wall, now invaders can be transformed, pacified and will join your fort. Yay !

I still have issues, one about bodies that will not prevent a release (because it is minor and won't require a worldgen to fix) and another is about cages. Basically, you will cage invaders before performing stuff on them but I cannot run scripts in this state unless I manage to play with case coordinates. That should not be difficult... if dfhack is supportive with this matter.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 11, 2013, 05:22:40 am
Quote
I just went through a brick wall, now invaders can be transformed, pacified and will join your fort. Yay !

Well done :)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Godlysockpuppet on September 11, 2013, 07:24:59 am
Waiting waiting waiting :)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 11, 2013, 10:26:29 am
The main question is: Are they doing labor? Can they be assigned in the military? ;)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 11, 2013, 11:16:10 am
The main question is: Are they doing labor? Can they be assigned in the military? ;)

Yes, because they have been transformed into your fort's race. I have yet to test it on non transformed units, aka a true multi race population.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 11, 2013, 01:24:13 pm
Ah, that explains a lot. I have a script with which I can make goblin or kobold civ-members (spawnunit from warmist), but they dont do labor, besides fishing. I almost hoped that together with your script I could do some abductions/foreign migrants... but seems that DF is quite adamant about that particular part. No non-dwarf laborers in a dwarf-civ. -.-  I cant even make a dwarven caste that is called "goblin" and looks like one, because display_tile and flash_tile doesnt work correctly on civ members.

But if you broke that hurdle, does it mean that a new Succubus-Fortress update is coming along? :)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Godlysockpuppet on September 11, 2013, 04:05:12 pm
Ah, that explains a lot. I have a script with which I can make goblin or kobold civ-members (spawnunit from warmist), but they dont do labor, besides fishing. I almost hoped that together with your script I could do some abductions/foreign migrants... but seems that DF is quite adamant about that particular part. No non-dwarf laborers in a dwarf-civ. -.-  I cant even make a dwarven caste that is called "goblin" and looks like one, because display_tile and flash_tile doesnt work correctly on civ members.

But if you broke that hurdle, does it mean that a new Succubus-Fortress update is coming along? :)
Couldnt you get around that by using an unused skill a proffesion graphic, and then making that caste legendary 15+ in it? I.e a dwarg with legendary +5 misc item user has a goblin graphic, and is a goblin (dwarf caste..?)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 11, 2013, 11:42:28 pm
Yes, but only works on professions. Professions are toggled by nobles, military and skill-labor. Even if I... lets say put Animal Caretaking apart, call it "goblin", make all dwarves not learn animal caretaking, add a goblin-dwarf caste that has natural caretaking skills... then I get goblin caretakers which turn (at least in graphical sense) into dwarf-ranger when they learn more of the hunting skills, and which turn into dwarf nobles when assigned a noble postition, and into dwarf military if I assign them a military position.

I can do real goblin fort-members, but the bastards stay tame. So close. ;)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 12, 2013, 01:06:46 am
Ah, what I planned is to provide skills in all labor to captured enemies so maybe they participate in the fort's life.

But first things first, the cage mystery is pretty difficult. When caged, you cannot get an unit's position and so I need to find out the cage's position. I found out how to do that for a constructed cage but not for stockpiled ones. This is important because if I cannot reliably integrate new members into the fort, they can cause a loyalty cascade.

Edit edit : Nevermind, the solution is one line long. Reading docs before reinventing the wheel is a good idea. :)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Covenant Ringthane on September 16, 2013, 05:43:50 am
Firstly, I'm posting to watch, so I can be sure to never miss an update :D
Secondly, THANK YOU, THANK YOU, THANK YOU! HAVE MY BABIES! :-* Seriously, though, I love the mod. The time and effort you've put into it shows.
Lastly, are you still accepting suggestions?
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 17, 2013, 02:19:13 am
Firstly, I'm posting to watch, so I can be sure to never miss an update :D
Secondly, THANK YOU, THANK YOU, THANK YOU! HAVE MY BABIES! :-* Seriously, though, I love the mod. The time and effort you've put into it shows.
Lastly, are you still accepting suggestions?

You're welcome. :)

I am still accepting suggestions, more ideas are always a good thing.

By the way, I fixed a few bugs with the prisoner conversion scripts. Now I am working on an addition for the deep succubi and adding placeholders so I can release a few features without requiring a world regen.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 17, 2013, 10:19:10 am
Suggestions:
 - Rendermax-linked workshops, because I cant believe that not a single mod uses this yet.
 - A workshop that controls "force siege/caravan/migrant", because I think most of not all mods could use something like that.
 - A pre-packed, pre-installed version. Just download, unpack, play. Gets you more players, eases use for the players...
 - A replaced WTF (weird text format) file for embark, so it doesnt say: Strike the Earth, Dwarven Outpost, etc.

I got many more, but I think thats enough already. ;)
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 18, 2013, 02:34:49 am
Suggestions:
 - Rendermax-linked workshops, because I cant believe that not a single mod uses this yet.
 - A workshop that controls "force siege/caravan/migrant", because I think most of not all mods could use something like that.
 - A pre-packed, pre-installed version. Just download, unpack, play. Gets you more players, eases use for the players...
 - A replaced WTF (weird text format) file for embark, so it doesnt say: Strike the Earth, Dwarven Outpost, etc.

I got many more, but I think thats enough already. ;)

Good suggestions :
- I installed rendermax, it takes a big hit on my FPS, but I plan to make use of it. There is a lot of potental for it.

- Provoking sieges will be in the next version, this will be critical for the deep succubi. :)

- I did not think of that, at first I wanted to make a small mod to drop in your df install but I guess we are beyond this now. I'll make prepackaged versions after the next release.

- I did not dare to touch those binary texts but in the prepackaged version I guess this should be worth it.


Oh and I found out that deep succubi butcher and eat sentient invaders. I thought it was impossible.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Meph on September 18, 2013, 10:00:17 am
Not impossible, its in the entity ethics. BUTCHER_SENTIENT:ACCEPTABLE.
Title: Re: [CIV] Succubus civ 4.2 - Milith fhtagn!
Post by: Boltgun on September 18, 2013, 10:54:15 am
Not impossible, its in the entity ethics. BUTCHER_SENTIENT:ACCEPTABLE.

This made quite a cluttered kitchen screen, elf steaks everywhere.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 21, 2013, 04:12:51 am
Update 5.0 - Enthralling

This update requires a new world gen and will provide the deep succubi with much needed features.

It introduces new purposes for caged prisoners. Both civs have access to a specific building that allow them to turn nearby prisoners to their side.
In order to turn prisoners, you need to build a den of iniquity or a torture chamber and install their cage within line of sight. This behavior is similar to summoning, except using the caged invaders instead of soul wisps.

The deep succubi variant is more powerful as it will also transform them into succubi half breeds! This is critical for them as they do not get migrants after the initial two waves.
* Humans and elf become cambions : They are more enduring and have a better animal training skill.
* Dwarves become devils : They can enter martial trances and have good mechanics skill, but the are shorter.
* Goblins become hellions : They are more enduring and do not need to eat or drink.
* Kobolds become imps : They are unfortunately small but are great at dodging and using knives.
* Transformed enemies act like fort members and are ready to perform the usual jobs.
* Be warned that they are likely to complain about duty, and you will need clothing for them. Make sure you do not transform more prisoners that you can handle.

The deep succubi have also access to a new building : The Altar of nightmares. They will use it to affect their cult's environment, and its first job is to provoke random sieges. This can be useful to increase your numbers from the first year. The civilization that will attack you is random, allowing access to good metals with luck.

Other changes :
* A new summon for the deep succubi : Sothoth spawns. They can turn themselves invisible and their slime will turn their enemies crazy. They provide nothing when butchered.
* 2 new plants for evil biomes, block roses (surface) and blood worms (underground). Those plants have no specific purpose yet but can be brewed
* Regular succubi (I will call them royalists from now on) now exclusively use nightmares for pulling and mounting, goblin may also use those if they find them during world gen.
* Added slave, prisoner, whipper and thief sprites.
* Gave the deep succubi a blue background to distinguish them from royalists, this is temporary until they get their own graphics.
* Enhanced descriptions with hair styles, incubi will also grow beards if they want to.
* Cleaned up some raw, removed the duped fire imp as the summoning now use the vanilla creature.

Download (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on September 21, 2013, 05:23:45 am
Congratulations on you success. Enslaving and converting prisoners, a completely new game mechanic. Well done.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 21, 2013, 05:35:43 am
Congratulations on you success. Enslaving and converting prisoners, a completely new game mechanic. Well done.

Thank you, I am going to experiment on citizens from other races. I am sure there is a way to make them an active part of the fort.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on September 21, 2013, 05:43:36 am
Warmist only told me about job-order, which replaced active jobs and puts these non-civ creatures to work, but I couldnt find a good way to impliment that. But your transmutation fits well for succubi... I just have no idea how to do this for dwarves to any sensible extend. Dwarves capturing goblins, mutating them into dwarves? wtf. The only thing I can come up with is: Transmute soul into new body... but then again you need some artifical dwarf-body to inhabit.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 21, 2013, 06:45:24 am
I am using custom caste for the transformed units, you could make a 'goblin' caste but then you will have again the issue with graphics not matching. I don't know how to fix that yet.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on September 21, 2013, 10:36:46 am
I can already tell you that ALT_TILE doesnt work, FLASH_TILE does work but flickers between dwarf and goblin then, PROFESSION specific sprites do work very badly, but then you need to set apart a profession for each migrant (pointless, like "no dwarf can learn poison" and "goblins can only learn poison", this way no dwarf arrives being a poisonist, and all goblins are poisonists... but as soon as you assign the goblin/dwarf poisonist to the military or any noble position, the sprite is of course the dwarven one)

In short, I havent found a way yet. I can use castes all day, but cant add grahics to them. I can also spawn new foreign migrants with correct graphics, but they dont do labor. Its one or the other.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 23, 2013, 12:45:28 pm
As suggested, I compiled a premade version of DF with the mode installed along with dfhack, obsidian tileset (http://www.bay12forums.com/smf/index.php?topic=126934.0), Phoebus creatures and various bugfixed and plugins :
http://dffd.wimbli.com/file.php?id=8000

The linux and mac builds will follow.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on September 24, 2013, 08:21:04 am
Er.. I've an idea. If you could spare a tile on the tileset, couldn't you set the caste to use that tile? I think that would work :)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: ArKFallen on September 24, 2013, 09:16:38 am
Er.. I've an idea. If you could spare a tile on the tileset, couldn't you set the caste to use that tile? I think that would work :)
Would work as long as you don't use graphics for the creature. CASTE_TILE is what you want for that kind of thing

I can already tell you that ALT_TILE doesnt work
Doesn't ALT_TILE work on the creature level and is therefore pointless for castes? I mean there is a CASTE_ALTTILE. Almost everything dealing with the tileset on a creature has a caste version. Of course I could be barking up the wrong tree as you are an experienced modder and might have already taken this into account. I am sorry if I come off as offensive, I'm not trying to be.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on September 24, 2013, 10:31:56 am
I know what caste tile does. The only problem with using a graphic on the tileset for the caste is that it still doesn't fix the position graphics problems.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 24, 2013, 10:56:59 am
There is no support for caste graphics, that's a big bummer for me too because I'd like to make incubi sprites (we'd be a lot different if there were female dwarf sprites too).

But... perhaps... dfhack...  ???

Edit : I am reupping the windows build, no change besides that I wrongly credited the UI plugins. Crediting is important.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on September 25, 2013, 06:52:15 am
The problem is tiles vs. sprites. ALT_TILE does work, but is of course overwritten by the profession SPRITE... if you turn of graphics and use creature-tiles for your dwarves/succubi, it does work with alt-tile. But no ALT_SPRITE token exists...

Dfhack could probably do something, but currently there is no script for this. But I guess you know that better then me, after all you can code. :P

Is there anything I can help with?
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on September 25, 2013, 06:54:38 am
I'd offer my help too, but I'm so busy lately with schoolwork I'd never find the time  :)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 25, 2013, 07:36:03 am
Playing the mod and telling me about issues is the best way to help. I need to properly test the prisonner job for the non deep succubi but no one jumped into my cage trap yet.

Otherwise I am writing a config for rendermax (it's awesome, it made me decorate my fort in a fitting way) :
https://gist.github.com/Devduweb/6659504

It is generous on light. Furniture emit a little to make the dungeon easy to read, and statues are general light sources for now. There is still missing entries and effects out there so if you wish to complete it you are free to do so.

I also colored daylight so you get sunsets and blueish night.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on September 25, 2013, 08:31:12 am
Add Meph's braziers and chandelabras. They fit pretty well, whenever a new MW version comes out I splice your mod into it :)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on September 26, 2013, 10:58:36 am
You could do this:
Set half of the skill learn rates for succubi to 0.
Set the other half of the skill learn rates for incubbi to 0.
Now only females can learn certain skills, and only males learn other skills.
Now make profession sprites for male and female.

Only problem will be nobles, which you have to do with castes as well, same system, only males for certain nobles, only females for others. That would work, and I dont think I have seen this setup in any mod so far. It definetly possible.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on September 27, 2013, 01:53:06 am
This will help but it is not a big enough issue here to change professions over it. Besides I have 2 sprite sheet to make for the succubi and only one is near complete.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Putnam on September 27, 2013, 04:22:49 am
i haven't ptw'd this yet ._.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: P_aul on October 04, 2013, 04:57:31 am
Hi, this mod looks fun. However I have weird problem. I tried to splice it into MW 3i and after worldgen I got really weird civs. Civs that don't match any entity file. Civs of any creature that could potentially be a civ and then a few that shouldn't (giant blobs? Rly dwarf fortress?) The problem occurs as soon as I paste raws and graphics, without even adding dfhack scripts. I could try and pinpoint the raw file that creates the problem but it'll take time with generating world after world, even small one, so I'm hoping someone has an idea what the hfs is wrong?
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Putnam on October 04, 2013, 04:58:46 am
Check your errorlog, you have duped raws.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on October 04, 2013, 06:34:58 am
Hi, this mod looks fun. However I have weird problem. I tried to splice it into MW 3i and after worldgen I got really weird civs. Civs that don't match any entity file. Civs of any creature that could potentially be a civ and then a few that shouldn't (giant blobs? Rly dwarf fortress?) The problem occurs as soon as I paste raws and graphics, without even adding dfhack scripts. I could try and pinpoint the raw file that creates the problem but it'll take time with generating world after world, even small one, so I'm hoping someone has an idea what the hfs is wrong?
I'll upload my version of the foocubus mod which is compatable with MW later. There are numerous incompatability issues
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: P_aul on October 04, 2013, 06:40:42 am
Not that many tbh. I managed to make it work, or at least to gen world. Now on to testing if everything actually works :)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on October 04, 2013, 08:51:22 am
From what I read in masterwork, there is creatures using the same ID, like hellhounds and nightmares. This causes strange stuff like civs using the darnest creatures. You need to rename or delete the creatures from the demon raws, or remove the duplicates from the creature summons one.

Otherwise it should be ok.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on October 04, 2013, 11:06:24 am
You need to add OUTERBRAIN to the body as well, or else their skulls don't work in MasterWork, along with most of their clothes not existing in masterwork (lots of vanilla clothes removed in MW) give them access to the ore proccesor and its' reactions, and a few other problems I can't think of right now
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on October 04, 2013, 02:18:31 pm
What exactly are you guys trying to do? A DYO Succubus-MDF mod?
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on October 04, 2013, 02:51:04 pm
What exactly are you guys trying to do? A DYO Succubus-MDF mod?
Do you perhaps mean DIY? :P What's DYO?
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Meph on October 06, 2013, 12:12:12 pm
Apparently the Dublin Youth Orchestra, but I was aiming for Do-Your-Own. Do-It-Yourself is fine as well, silly English and it's acronyms.  :P
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Godlysockpuppet on October 06, 2013, 01:27:15 pm
Apparently the Dublin Youth Orchestra, but I was aiming for Do-Your-Own. Do-It-Yourself is fine as well, silly English and it's acronyms.  :P
Hehe I live in Dublin:)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: P_aul on October 07, 2013, 05:58:29 am
Well, I for one do have a mania of combining mods (never have patience to create one tho...) In my version you can now play as dwarfs, orcs, drows (didn't do much, only increased noble expectations beyond ridiculous), succubus (needs some of the above fixes that I didn't figure out on my own) and termites (also in need of raw work as they think the togas are too revealing). When I find more time I plan to do full port for my own use, but if anyone's interested I could share raws :)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Bodyless on October 07, 2013, 02:59:43 pm
How is the charming of enemies supposed to work? Placing a cage with an enemy inside next to the den of iqitity does not seem to work. And releasing them somehow will probably scare the civilian performing the job away.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on October 08, 2013, 10:26:44 am
This should have worked, but perhaps the script had a problem. I will test it again and look into it. Does dfhack report errors when you try it?
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Bodyless on October 08, 2013, 02:19:35 pm
I think i got some error here.
(https://dl.dropboxusercontent.com/u/9153113/dfhackerror.png)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on October 09, 2013, 03:27:51 am
Yes there is an error in the reaction. I'll fix this asap.
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: Boltgun on October 12, 2013, 05:55:55 am
I corrected the above issue, but unfortunately that is not enough. The creature retain its enemy behavior, trying to attack nearby succubi before getting killed by the military (no loyalty cascade, it just act as an enemy even if it is 'tame'). I need to test this further.

Edit: Nvm that was fixed quickly.
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Boltgun on October 12, 2013, 10:43:27 am
Update 5.1

This update does not requires a world gen. You can update your save by droping the raws in it.
More infos about generating world and updating mods. (http://www.bay12forums.com/smf/index.php?topic=29157.0)

Make sure you update the hack/scripts folder, as this will fix a bug where charmed prisoners attack peasants on sight.
Please note that charmed invaders still do nothing, this has not been worked around yet.

Changes :
+ Charm prisoners should now work.
+ Added sprites for Shothoth spawns.
+ You can now charm minotaurs at the Den of iniquity.
+ Added new descriptors to shothoth spawns and adjusted their bodies.
+ Shothoth spawns now take 6 years to reach full size instead of 3.
+ Fixed issues that caused converted citizens to act as enemies.

Downloads on DFFD
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (http://dffd.wimbli.com/file.php?id=8003)
Standalone mod (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Bodyless on October 13, 2013, 02:45:26 am
Charming worked, but their sprites are flashing and they dont do anything. Hope you can fix that.
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Boltgun on October 13, 2013, 04:42:09 am
They are supposed to flash, to distinguish them from non charmed enemies, but it is too fast. Flashing is a tad hard to control.
The positive feature at least is that they keep their weapons, so lets say a cave crocodile crawl up your fort they can do something about it. To make them more useful is another work in progress. If I fail on this, I'll simply make transform them like I do for the deep succubi in the next version.
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Bodyless on October 13, 2013, 01:41:50 pm
I stripped them of their gear while they were in the cages, so now i got some useless naked humans running around my fort ;D
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Bodyless on October 15, 2013, 12:32:43 am
Even when there are alive deep succubi civilisations, i can only play deep succubi as outsider.
The embark site screen also tells me that i cant trade with anyone and everyone is an enemy...but that may be intended?
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Boltgun on October 15, 2013, 12:56:28 am
Not having trade and playing as an outsider in adv mode are intended. Deep succubi will also rely on sieges to increase their numbers as they can truly turn enemies into active citizens.
In adv mode you will also be treated as an hostile so the best is to steal and cause mayhem.

I did not progress on the charming feature but hey, stripping the humans might be in character .  ;D
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Bodyless on October 16, 2013, 12:28:41 am
Being able to eat their remains is also useful.
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Bodyless on October 17, 2013, 12:00:05 pm
How do i actually get the corrupted prisoners out of the cages? noone seems to bother freeing them even after i unassign them from the cage.
This worked for charmed prisoners, but not for corrupted ones.
Title: Re: [CIV] Succubus civ 5.1 - strange bedfellows
Post by: Boltgun on October 17, 2013, 01:09:12 pm
For the corrupted you need to use a lever and link it to the cages, then pull it.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on October 25, 2013, 02:52:47 pm
Update 5.2

This update does not requires a world gen. You can update your save by dropping the raws in it.
More infos about generating world and updating mods. (http://www.bay12forums.com/smf/index.php?topic=29157.0)

Changes :
+ Tentacle slime will no longer affect deep succubi as well as the other summoned creatures.
+ Tentacle slime's syndrome has been made less powerfull and will no longer be effective when eaten.
+ Summoning and charming interactions should no longer spread through floors.
+ Reduced the skill rust rates of all the summoned creatures.
+ Sprite update : Added foreign general, foreign hammerer, manager, diplomat and nobles.
+ Deep half breeds now have feet instead of hooves and will not spawn with redundant limbs.

Downloads on DFFD
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (http://dffd.wimbli.com/file.php?id=8003)
Standalone mod (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on October 27, 2013, 09:18:32 pm
Ok, so I like this mod so far. I have been enjoying it quite a bit. However, I have been trying to get it to work in MW, with some limited success. I changed the names of the nightmares and hell hounds so they are not duping, but I clearly missed something because it is duping something, somewhere. I am getting ground made out of all adamantine and fireball. It also tells me it can't find the raw zwarpstone when I change the harder mining setting, although I can see the raw right where it is supposed to be. DFhack also freaks out the entire time and spams a huge long path error that is truncated. Other than those, this seems playable in MW.

Does anyone have a tweaked version that I can drop into MW that works instead of me and my novice modding skills trying to splice this? I really really like the succubus, but I also really really like MW.  :'(

Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Putnam on October 27, 2013, 10:29:25 pm
errorlog.txt?

DFHack error's also interesting, I'd like to see it.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on October 27, 2013, 10:44:57 pm
Ok, now that I know there is such a convenient thing as an errorlog.txt I should be able to clean some of these up.

Here is the whole thing anyway.

Spoiler (click to show/hide)


As for the error in DFhack, it is literally just this block repeating about once every 1/3 of a second at any time the game is not paused.

Spoiler (click to show/hide)
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on October 28, 2013, 01:43:26 am
From reading the errorlog you still have duplicates, here's the few things you need to do :

The unrecognized token errors should not be harmful but you should open translation_FOOCCUBUS and replace nightmare2 to nightmare. The dfhack error should go away afterwards.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Putnam on October 28, 2013, 01:53:36 am
...yep, that error's mine.

...Meph's using an earlier version of itemsyndrome. Replace the contents of itemsyndrome.lua with this. (https://gist.github.com/Putnam3145/7005730/320cd847e6418cea944d9395d3217053a4260fa0)

The dfhack error won't go away due to any language, the dfhack error is itemsyndrome's.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Godlysockpuppet on October 28, 2013, 07:16:02 am
Also meph uses customised bodies. For humanoids you need to add the body part :OUTERBRAIN: or else they get one shot killed to the head
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on October 28, 2013, 06:06:48 pm
Replaced itemsyndrome, removed the duplicates pointed out, added an outerbrain to the foocubus. Started a game and digging down I just get various kinds of rock and ore. DFhack isn't spazing out with the red text. Nothing had randomly fallen out of the sky on me. I think it works. I will update if anything else totally breaks or anything interesting happens, but for now, it looks like the foocubus are fitting into MW just fine. This is awesome.  :D

Thanks a bunch for the help.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on October 30, 2013, 03:24:46 am
You're welcome. I'll probably build a clean MW patch once I get familiar with the mod.

There is quite a few technical updates I can do now. Dfhack r4 is approaching release and that will make a few tricks obsolete. I will migrate those when a stable mac version will be posted.

I also want to use spawnunit for summoning, to create one summoned creature at a time, and no longer use soul wisps. The questions however is what will I do with soul wisps? Perhaps give them an use as a summon, or remove them?

I'll probably no longer need to transform the summoner too as effects can be instant. I'd like to keep that because it look great but what do you think of this?
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on October 30, 2013, 08:14:29 pm
Just ran a basilisk summoning. I had enough reagents to do one summoing, but I put two in the que just in case. The room the summing was in had a dozen wisps. The succubus assigned to the first summing job gathered the materials, did his transformation and began doing whatever it is they do. The second job then grabbed a succubus, who transformed into a summoning ritual on the spot, which was inside my central stairwell, about 50 tiles from the circle. The circle didn't seem concerned at all that I only had the reagents for one spell. My first succubus gets off his spell and changes 12 wisps into basilisk. My second succubus follows a moment later and changes 2 wisps that were in the stairwell at the time.

I had the reagents for one spell, did two spells, and got 14 basilisks.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on October 31, 2013, 01:45:18 am
The spell is currently a line of sight effect on all the wisps in the area. There is no way to limit the effect to only one wisp at the time. Or at least in all my attempts it was all of them or none.

I think you only had one job. However it must have transformed another succubus far away in addition to the first one who then triggered the process again. Dfhack should prevent this but perhaps MW has an issue. I will test this.

I am rewriting it now that I have a better tools for this.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on October 31, 2013, 05:58:06 pm
You are clearly the master modder, so I won't dispute that it was probably one job, but from the order of actions, it looked to me as if the reagents were used up several steps after the first job started, which allowed the second job to use the same reagents to start, and once it was started it never actually checked to see if the reagents were still there when it was supposed to use them up. Since all the reagents were in place, the succubus didn't need to even take anything to the circle, it just started the summoning part right away, which meant he did his spell in a random stairwell.

On a less bug related note, how do I harvest basilisk horns? Do I need to butcher them? I have tried everything non-lethal I could think of.

On a more, this is really cool note, tentacle monsters are amazing. I haven't summoned any yet, but I embarked with two and they have been worth their weight in....slime? Corruptness? Something. They tend to lose limbs to trained and equipped hostiles, but against random critters like gnolls and berserk succubi, almost every fight is a page or two of "The tentacle monster's 84th limb grasps the hapless victim and bruises the tissue" until I finally get a "The tentacle monster grasps the doomed victim by the head and shakes, the part comes away in its grasp".

I had a bit of a jailbreak by a dozen gnolls and I am pretty sure that the single tentacle monster I sent down to deal with it tore every single one of their heads off. Every single one. Trying to out punch/grapple a tentacle monster is a losing proposition.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on November 01, 2013, 03:48:59 am
To make orichalcum, you shear the basilisks at the farmer's workshop once their horn is long (you see that in their profile screen). You will get a yellow refuse item (horn orichalcum) that, once stockpiled, will enable the job at the smelters.

Tentacle monsters are great, you can also milk them btw and either cook the slime or make soap without the need of lye. The next version of df will provide even more fun since they'll be able to attack with several tentacles at once.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on November 04, 2013, 09:53:20 pm
I am now in possession of orichalcum through non-basilisk means, since after 6 years in game time, the basilisk have still failed to be sheared, any of the 14. My metalworkers appear unable to actually produce anything with it. They simply cancel the forge job if it involves orichalcum. Sadly, that fort has died a FPS death. Too much expanding and junk collecting.

In the next fort, I had an ant soldier somehow get into my tunnels, and get mobbed by the zillions of grave cats keeping my succubi as pets. They failed to do any serious harm, at which point a war tentacle monster passing by proceeded to rip the ant soldier into pieces.

The tentacle slime got all over the floor and walls and the grave cats, which then, all 20+ of them, proceeded to suffocate to death. All of them dead. All of them pets. I somehow survived the tantrum spam. Somehow. I am not sure if Succubi are just tougher minded or if I was lucky, but the worst of it was a tantruming succubi kissing the foot of another and chipping the bone right through its cloth sandal. Some serious lip action there. My hospital was fully up and running so no big deal. On a side note, war trained tentacle monsters are scary. Also, murder all non-fooccubus created animals on arrival, or seal the pets somewhere safe. Tentacle slime kills friend as well as foe.

Also, kind of as a surprise to me, legendary succubus soldiers are killing machines, even if they are lacking some coverage in their armor. I had a trio of them massacre a dwarven siege without taking any damage, despite one of the 3 dwarven blobs being crossbow wielders. Bronze may not stand up to steel, but it is irrelevant if the bronze wearer dodges every single shot and lands every one of their own. I was afraid the armor options would limit the succubus army because they lack coverage of some body parts, and some are covered in leather only, but the +agility of the succubus seems to make it irrelevant.

I guess I am just used to dwarfs being unstoppable because they are all wearing 5+ layers of steel everywhere.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on November 05, 2013, 02:24:00 am
I tried Masterwork and I found out that there is already a material named orichalcum, so you get confusing menus. Perhaps it prevent the horns from being sheared. And if you manage to shear the creature, it must be from the right material. If their horn end up being MW orichalcum instead of succubi orichalcum, you cannot make bars from it.

Even then, you have two entries for orichalcum in the menus that leads to two different metals. If one fails, you can try the other but something must be done to make features easier.

I already made the succubi and summoned pets immune to tentacle slime, but this is starting to be a problem to me. I am thinking of nerfing the paralysis because spreading death slime is both too powerful and annoying. I need something useful but that may not prevent you from taming pets.

Succubi are indeed tougher minded. There is much less marriage and children in forts so tantrum spirals does not spread as fast. Add enough crafts and tragedies can be easily contained. A legendary succubus is indeed a beast, with enough armor skills they will strike first and dodge easily. This is why they do not have access to the best armor and metals... may Armok have pity on the dwarves if you loot steel.

As easier this make the game, this is planned to add rewards in evil biomes to encourage building forts in harder settings.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: cerevox on November 06, 2013, 12:32:32 am
I had orichalcum bars, I just couldn't do anything with them, so I have to assume that they are the masterwork version intended for smelting or alloying.

The thing about the slime is that I also had a fairly large number of barghest in my fort and I only lost one of them to the tentacle slime. Not sure if they simply didn't walk that way as much or if their larger size protected them more from the slime. I don't know if it is possible but making the slime act faster and for a much shorter time might work. That way it is effective in combat as a paralysis agent but it doesn't act long enough to be a danger on its own. It would need the tentacle monster to follow up and use the opening it creates.

Some kind of advantage in evil zones would actually make a great deal of sense, succubi are actually &.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on November 06, 2013, 05:40:00 am
Size dilutes the paralysis, and bigger monsters are less affected. I had a giant walk in and lost his leg nerves really quickly. Perhaps a short effect will prevent the permanent damage leading to death.
Title: Re: [CIV] Succubus civ 5.2 - strange bedfellows
Post by: Boltgun on November 06, 2013, 02:28:15 pm
By the way I finally made a preinstalled mac build the download link is in the OP.

I also moved the linux build away from dffd. By keeping only the windows version and the patch, this will not spam the listings.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on November 16, 2013, 07:37:34 am
Update 5.3

This update does not requires a world gen. You can update your save by dropping the raws in it.
More infos about generating world and updating mods. (http://www.bay12forums.com/smf/index.php?topic=29157.0)

WARNING! I recommend making a backup of your saved game before proceeding with this update.

Make sure you update the hack/script folder with the new provided scripts (otherwise you can copy your save over a new prebuilt version).

This update is a major change to summoning. Soul wisps are no longer involved!
Creatures are instead summoned one at a time once the reagents are collected.
Summonings now require less reagents and should be done faster, except for shothoth spawns who got more powerful instead.

To make the soul wisps useful, the gas they release when killed can now stun its killer. More effects will be given to those pets later on.

Other creatures effects has been modified as you can see in the spoiler tag.

There is an issue with the freshly summoned creature not always appearing on the animals screen, saving and reloading fix this but I am aware of this trouble and am looking for a way to correct this.

Changes :
Spoiler (click to show/hide)

I also assembled a masterwork patch. I can't garantee that the succubi will react to the many features found there but at least I could generate a world without duplicates.
I renamed the orichalcum there, 'hellish orichalcum' is the one that basilisks should provide. Please tell me if there is any issues there.

Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Mac build (https://drive.google.com/file/d/0B8QFWS9tHkaaUW1yN0tUQUg5SkU/edit?usp=sharing)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaNTVpQjE1YnRFX1U/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaNkk5RXp2a0Y5VFU/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: cerevox on November 22, 2013, 08:47:14 pm
Have been playing this as time permits. The MW patch seems to work fine. A big thing I noticed right away is that summoned creatures are not available to bring along at embark. Not sure if my civ just didn't have any, or if they are not really options anymore. Having a tentacle monster to guard you right at start certainly does help, but at the same time, dragging a summoned tentacle monster across however many miles to the new site does seem a little strange.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: RickRollYou2 on November 23, 2013, 07:04:42 pm
Can't check right now, but I'm pretty sure that's because they're meant to be summoned and not to appear in the wild. They probably have no biomes, meaning no civs have access to them except your fort.

Of course I could be wrong, but I'm not on a computer now, so I can't really check :P
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on November 24, 2013, 04:56:02 am
It is only your civ. To get summons at embark, the civ need to spread over an evil biome and send someone to tame those during world gen. If you give it enough years, this is likely that at least one civ have tamed tentacle monsters or even basilisks. The exception to that are the nightmares who are always available for our caravans.

Perhaps there is a way to check for such a civ in legends mode.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Watcher on December 18, 2013, 06:30:47 pm
Hey, I just noticed that you can't appoint a broker, which means that you can't trade (not that I have anyone to trade with), or see your created value and stuff. Is this just a bug or what? I also can't appoint a chief doctor.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: MDFification on December 18, 2013, 08:15:31 pm
Hey, I just noticed that you can't appoint a broker, which means that you can't trade (not that I have anyone to trade with), or see your created value and stuff. Is this just a bug or what? I also can't appoint a chief doctor.

I'm pretty sure you can trade with people without a broker - just set the depot to anyone may trade instead of broker may trade. Although it'll make trading a pain (you'll have to somehow get someone with the appraiser skill to get to the depot before the miscellanious hangers-on decide that it's their time to shine) without one.
No real reason to not allow brokers to be appointed, unless it's just the mod's way of telling you that real succubi don't trade.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Watcher on December 19, 2013, 01:27:05 am

I'm pretty sure you can trade with people without a broker - just set the depot to anyone may trade instead of broker may trade. Although it'll make trading a pain (you'll have to somehow get someone with the appraiser skill to get to the depot before the miscellanious hangers-on decide that it's their time to shine) without one.
No real reason to not allow brokers to be appointed, unless it's just the mod's way of telling you that real succubi don't trade.
[/quote
But the broker's job is also to keep track of how valuable my fort is and I need to know that shit to be able to plan accordingly.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on December 20, 2013, 03:28:16 am
The keeper of secrets act as a broker, a chief medical succubus, a book keeper and a manager, all at once. However since they have the utterance trait, they cannot find a race to trade with.

The problem however is that you must find someone with the appraisal skill to start with, or buy it at embark. I will add a reaction to provide the skill in the next version.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Meph on December 27, 2013, 03:11:10 pm
You got a tiny typo:

[SHAPE:SUMMONING_RITUAL]
   [NAME:sumonning ritual:sumonning rituals] => sumonning.
   [ADJ:forbidden]
   [ADJ:terrifying]
   [ADJ:indescribable]
   [TILE:43]
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Iazo on January 03, 2014, 03:09:24 pm
So, I have a question.

Can Succubi prance around naked yet, or must I fuss around with clothes?
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 04, 2014, 07:48:07 am
I did not get around the clothing though yet. But I have not tried everything.  ;D
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Iazo on January 04, 2014, 10:48:36 am
It also seems that masks made out of metal wear out at the same pace as the other clothing. Is that supposed to happen?

Also, it rather seems that Wisps are fond of behaving like guard dogs. Meaning that they're fond of dogpiling (wispiling?) any intruders.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Meph on January 04, 2014, 09:26:10 pm
NOEMOTION works against the clothing, but its a bit extreme. I think removing all clothing from the permitted items in the entity file should also work, but that needs testing.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 05, 2014, 04:44:21 am
It also seems that masks made out of metal wear out at the same pace as the other clothing. Is that supposed to happen?

Also, it rather seems that Wisps are fond of behaving like guard dogs. Meaning that they're fond of dogpiling (wispiling?) any intruders.

Yes masks do wear out, those are directly from the vanilla df so I guess that it is supposed to happen.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Iazo on January 05, 2014, 08:56:38 am
So, I've been doing some reading on metals and weapons.

It seems that:

A) Stygian Bronze and Orichalchum are magma-safe metals.
B) Stygian Bronze has comparable statistics to Bronze, yet about 3 times less dense (lighter).
C) Orichalchum has comparable statistics to steel, only a bit less dense (about 80%) than steel.

As to weapons:

They can use and make:
Battle Axe, Pick, Great Axe, Scourge, Whip, Large dagger, Longsword, Two-handed Sword, Mace, Spear.

Based on this, I think that the best weapons to use, are, surprisingly, Silver Whips. (Find some Tetrahedrite clusters, and you're golden.)

Besides that, if it turns that whips are, indeed, bugged, I think that the next best weapon are either Silver Maces or Orichalchum Spears.

Unless you have no access to iron or silver, I think that making weapons out of Stygian Bronze is a bad idea.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 06, 2014, 01:44:20 am
So, I've been doing some reading on metals and weapons.

It seems that:

A) Stygian Bronze and Orichalchum are magma-safe metals.
B) Stygian Bronze has comparable statistics to Bronze, yet about 3 times less dense (lighter).
C) Orichalchum has comparable statistics to steel, only a bit less dense (about 80%) than steel.

As to weapons:

They can use and make:
Battle Axe, Pick, Great Axe, Scourge, Whip, Large dagger, Longsword, Two-handed Sword, Mace, Spear.

Based on this, I think that the best weapons to use, are, surprisingly, Silver Whips. (Find some Tetrahedrite clusters, and you're golden.)

Besides that, if it turns that whips are, indeed, bugged, I think that the next best weapon are either Silver Maces or Orichalchum Spears.

Unless you have no access to iron or silver, I think that making weapons out of Stygian Bronze is a bad idea.

That's correct, stygian bronze is not a great metal for weapons. In the arena tests I managed to make it similar to bronze for cutting weapons and worse for blunt. Orichalcum as a whole will cut better.
Both metals are good for armors however, the lightweight stygian bronze barely reduce their movement while giving bronze grade protection. Orichalcum is even better.

Silver whips are the best you can make, unless you get an artifact or you pick steel from dead dwarves. There is pitchforks too who are similar to pikes but are easier to handle one handed.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 09, 2014, 11:53:29 am
I added a way to increase the appraisal skill, to allow the display of the fort's values on the status screen. I will tweak a couple of scripts and sprites before releasing it.

At the same time, I am writing the next two updates. Reading Lovecraft is good for inspiration.
Masterwork is a big beast to tame but since the current roadmap worked out okay, I will make a new one to adapt one MW feature at a time. I'll call this season 2.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 14, 2014, 03:24:19 am
There is a bug with the summoned creatures not using their interaction. To correct this, I have to migrate to dfhack r4. This is good because this version provides me more tools to play with.

My only issue is that there is no mac release of this, I am trying to compile one.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Nuttycompa on January 14, 2014, 04:12:10 am
Not sure if it only me or not, my summoned creature list as untamed. I can butcher or pasture them just fine, but I cannot wartame them :-\
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 14, 2014, 05:39:03 am
Not sure if it only me or not, my summoned creature list as untamed. I can butcher or pasture them just fine, but I cannot wartame them :-\

You can tame them, you do that by building a cage inside an animal training zone and putting the creature in. Then you give it a trainer in the animal screen and she will get to work.
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Nuttycompa on January 14, 2014, 12:17:45 pm
Oh thank, never though of it  :D.
By the way, as you talk about cave adapt benefit and underground start point and such, I assume that you want succubus to be underground focus race. So in my geme I quickly break in to the first cave , move everything in there and start my first underkingdom (when I play dwarf I wall off any cave I find).
But I feel like being purnished for doing so, as all the summon require above ground ingredients ( honey, strawberry and such)  :-\
Title: Re: [CIV] Succubus civ 5.3 - strange bedfellows
Post by: Boltgun on January 15, 2014, 02:03:00 am
Oh thank, never though of it  :D.
By the way, as you talk about cave adapt benefit and underground start point and such, I assume that you want succubus to be underground focus race. So in my geme I quickly break in to the first cave , move everything in there and start my first underkingdom (when I play dwarf I wall off any cave I find).
But I feel like being purnished for doing so, as all the summon require above ground ingredients ( honey, strawberry and such)  :-\

Yes I originally planned this and it will still go for deep succubi to make those an underground civ. Regular not-that-evil succubi will remain in between, with citizen that does not mind being outdoor and surface crops brought by caravans. I need to change summon requirements, so you can at least access the nahash/hellhound/tentacle trio no matter what. Others will keep their theme so they result from the industries you decided to build.

There will be more summons in the next release and some may only be available on the appropriate places. But I have to make sure that your have a decent choice anytime.
Title: Re: [CIV] Succubus civ 5.4 - strange bedfellows
Post by: Boltgun on January 17, 2014, 04:13:30 pm
Update 5.4

Warning !
You must update to dfhack r4. I added it to the premade builds except the mac one. I needed to migrate the summon script so creatures can use fireball and breaths again.
Make sure you also update the hack/script folder with the new provided scripts.

Otherwise there is nothing world breaking. It seems that updating dfhack caused my save to crash as soon as I unpause. Not a dignified end for my fort that spanked so many marksdwarves. Make a backup before attempting to update, or simply wait for your fort to crumble.

With this update I finished the sprite set for the royalist succubi. I added a lot of adventurer mode stuff, including positions in other civs that they have a decent chance to receive considering the wars they get in during world gen. Now I can start the sprites for the deep succubi.

Also there is an attempt to allow the succubi to be naked. Bad thoughts will be erased once a week. If that's not enough I will use more aggressive settings but I am afraid that it would hurt the fps.

I also gave access to the ore processor in MW. This is temporary until I create something that belong to the theme.

That said, if someone managed to compile dfhack for mac, I am interested. My attempts hit a brick wall because of LibXSLT despite the instructions on github.

Here's the changelog :
Spoiler (click to show/hide)

Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaYnZMdUdOUXpWWFE/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaZkYtVzVHU1FkYVk/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 22, 2014, 02:07:33 am
Update 5.5

That is a minor update, I fixed the warlord and overlord sprites being inverted and added sprites for adventurers, plus a couple of script and raw fixes.

I noticed that the succubi builds a lot of forts near the human settlements, and so you can go and recruit your squad there. Reporting success to the lady enable you to get more quests from soldiers and so you can somewhat play for your side as an adventurer already. I cannot wait for the next version to see how a dark fortress will look like.

That said, this should finish this version. Next step will involve magic, temples, and berserk invaders exploding in a geyser of dragonfire.

Changelog :
Spoiler (click to show/hide)

Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaaeFlIUk5UQkxwS1k/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaNmpyaDBNVEJqVDQ/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Meph on January 22, 2014, 09:09:50 am
Seems like I am not the only one who likes Roses scripts. :)
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 22, 2014, 11:12:37 am
Seems like I am not the only one who likes Roses scripts. :)

Hehe, in fact those scripts are exactly what I planned to make for the next version.
That will be more time to spend on other spells. :)
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 24, 2014, 03:14:03 am
Some progress report : I cleaned up obsolete items from the old summoning system and made the soul wisps a civilian creature that will raise the learning ability of workers. I removed their genders too so you will not get wisplosions anymore.

I am also aiming for a new mechanic with powers. Instead of hunting for specific items like you do when summoning, the effect will depend on a few parameters. For example,if  a succubus receive a strength buff depending of her happiness. It will range from nothing while unhappy to ripping monsters apart while ecstatic.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Nico2167 on January 24, 2014, 03:29:33 am
Are you (or Meph) planning to add this mod to Masterwork? I'd really like to have such a humungous amount of civs to play as.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 24, 2014, 03:37:27 am
Are you (or Meph) planning to add this mod to Masterwork? I'd really like to have such a humungous amount of civs to play as.

Yes, there is already a patch that you can drop into MW in the first post. It does not interact with all the features but you'll get the 2 civs without breaking.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Nico2167 on January 24, 2014, 04:05:23 am
Are you (or Meph) planning to add this mod to Masterwork? I'd really like to have such a humungous amount of civs to play as.

Yes, there is already a patch that you can drop into MW in the first post. It does not interact with all the features but you'll get the 2 civs without breaking.

Well, thank you very much. Although was i meant was for the succubi to be officially added to MW (without the need of a patch) while still having the option to download the normal succubus fortress
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 24, 2014, 05:13:18 am
Are you (or Meph) planning to add this mod to Masterwork? I'd really like to have such a humungous amount of civs to play as.

Yes, there is already a patch that you can drop into MW in the first post. It does not interact with all the features but you'll get the 2 civs without breaking.

Well, thank you very much. Although was i meant was for the succubi to be officially added to MW (without the need of a patch) while still having the option to download the normal succubus fortress

After I am done with the powers and new workshop I will work on integrating MW properly with all the fun that comes with it.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Di on January 24, 2014, 09:40:20 am
Hi there.
\raw\graphics\graphics_boltgun_fooccubus_deep.txt
has
[PAGE_DIM:12:17]
instead of  12:21
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 24, 2014, 09:59:13 am
Hi there.
\raw\graphics\graphics_boltgun_fooccubus_deep.txt
has
[PAGE_DIM:12:17]
instead of  12:21

Ouch! I'm reuploading the mod.

Edit : Done, the deep succubus sprite set should have the right size now.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Di on January 25, 2014, 07:36:57 am
Couldn't get goblins convert.
They've became listed as tame citizens but succubi shot them down. No loyality cascade. They've been sitting in built cages.
Spoiler (click to show/hide)
Edit: neither chained, nor stocpiled goblin thieves become full and valid citizens, their preferences can be viewed but no labour assignments can be done. Also, they seem to require coffins after death.
Evenmoreedit: Nah, undeep succubi thiefs can't be corrupted either. Nor do standard goblins from ambushes.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 26, 2014, 03:35:23 am
Couldn't get goblins convert.
They've became listed as tame citizens but succubi shot them down. No loyality cascade. They've been sitting in built cages.
Spoiler (click to show/hide)
Edit: neither chained, nor stocpiled goblin thieves become full and valid citizens, their preferences can be viewed but no labour assignments can be done. Also, they seem to require coffins after death.
Evenmoreedit: Nah, undeep succubi thiefs can't be corrupted either. Nor do standard goblins from ambushes.

That's strange, I'll make a test field and try this again. Any errors in dfhack when you tried ?
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Di on January 26, 2014, 08:57:20 am
Uhm, doesn't seem, so.
Nothing in hack window.
gamelog, errorlog, stderr and stdout.txt semm normal.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Meph on January 26, 2014, 04:53:33 pm
I got a report about something similar in the Warlock mod. As you know I do use your scripts for corrupting prisoners. I turn them into Ghouls. The issue is that the Ghouls are frightened by my laborers, and cause start fights. They might be friendly laborers, but somehow are still part of their original civ.

I only base this on reports though, I havent tested this myself yet.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 27, 2014, 01:40:59 am
I have found 2 issues :
- The 'tamed' citizen are getting shot. Apparently the script provided with the mod is outdated, dfhack r4 provides an updated version of lua/makeown that works. I will update that asap.

- The creature is not transformed anymore. That one is giving me trouble because that is one dfhack plugin that seem to not work anymore. I am looking for more info on that.

On another news, the mac version will be back with those bugfixes.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 27, 2014, 01:11:44 pm
I solved the issue, and that was quite tiny.

Adding 'syndromeTrigger enable' to dfhack.init reenable the transformations.
Using makeown.lua from the official r4 release solve the issues with thief still beaing treated as hostile.

I'll make the patches and release asap.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Meph on January 27, 2014, 08:46:13 pm
Quote
Using makeown.lua from the official r4 release solve the issues with thief still beaing treated as hostile.
Are you sure? I am using the r4 makeown, and got that report.
Title: Re: [CIV] Succubus civ 5.5 - strange bedfellows
Post by: Boltgun on January 28, 2014, 03:08:55 am
Quote
Using makeown.lua from the official r4 release solve the issues with thief still beaing treated as hostile.
Are you sure? I am using the r4 makeown, and got that report.

Perhaps there is edge cases to the script. If I have a save when that happen I could test this further.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on January 30, 2014, 02:34:00 am
Update 5.6

This update should fix the issue with the prisoners not converting to succubi or getting struck down. I may not have covered all the edge cases so if it still fail to work in your work, I am interested in seeing your save.

The important part is the included dfhack.init. If you wish to use yours, make sure the following lines are there :

enable autoSyndrome
syndromeTrigger enable

Otherwise there is no changes to the raws this time besides one sprite.

Oh, and the osx version is back.  :)

Here's the changelog :
Spoiler (click to show/hide)

Downloads
Windows build (http://dffd.wimbli.com/file.php?id=8000)
Mac build (https://drive.google.com/file/d/0B8QFWS9tHkaaV2lLYVlLdXpiSzg/edit?usp=sharing)
Linux build (https://drive.google.com/file/d/0B8QFWS9tHkaadXRPYU1aLW1fZ2c/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaacnFYV3BGVlJQMHM/edit?usp=sharing)
standalone version (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on February 11, 2014, 03:12:11 am
Some progress report.

I am finishing fixing issues related to the existing content. The obsolete items that was used in the old summoning system has been removed and soul wisps are no longer available at embark. Those will be summoned, if I can make civil interactions work.

Summoning nahashes now requires a sweet pod instead of a strawberry and tentacles monsters does not require honey anymore. Several reagents from summoning jobs has been removed to make the whole process faster.

I am also remaking the pain elemental explosion. It does now does a cave-in like effect to propel enemies away plus a fire jet. With an additional undirected fire it should now be a proper explosion.

With this done, there is a couple of new summoning jobs to add for both civs before getting in the new features properly.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on February 23, 2014, 11:46:03 am
I finished the new workshops and added two new summons. Lovercraft readers will recognize the first one.

As for the second summoning job...
Spoiler (click to show/hide)

I also imported the soul system from MW's warlock tower. Of course you will not get souls from butchering the vanilla creatures, but a reaction will enable you to extract it from corpses.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: mattychan on February 26, 2014, 12:29:32 am
yo I grabbed your mod and love it, I have been away from DF for a while so I'm a lil rusty on whats important.
I use dwarf therapist and it seems to consider some of the lesser displayed things like LawDwarf as the dwarf version instead of something like LawSuccubi, thought I would throw that at you. I do enjoy all your workings with converting enemys, have yet to get to test it, but sounds awesome. Keep up the good work 10/10!
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on February 27, 2014, 04:24:22 am
Glad that you like it.

I did not use therapist lately, but depending of the version you use it can get confused. It depends how well it integrate the race name. I'll test this later on.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 18, 2014, 03:49:20 am
Some progress report: I hit a few brick walls while writing interactions and reactions but I have solved these problems. I now have several new workshops for both civs and quite a few dfhack scripts to support those.

I imported the soul item from masterwork. Butchering the summoned creatures will yield a soul. For the vanilla creatures, there will be reactions to extract souls from corpses or totems. That will allow to get souls from any corpses on both civs.

The succubi received new magic weapons, reactions that buff their pets, spells that affect the entire site or targets invaders and a couple of secrets to learn. Using those spells might affect your workers psyche and bodies for the worse better. Like the summoning system, those will be extended and balanced afterwards.

Now I have to test it all, everything is probably buggy so that should take some more time.

By the way, what embark profiles or world gen settings are you using?
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 27, 2014, 05:41:28 am
After finding a few solutions in masterwork DF for complex problems I had, I finished writing all the new objects for the next version. All it need is to provide reagents for a few jobs and we should be done.

I had to push back a few feature, first because it is taking too much time to add many reactions, and then to prevent this update to become a kitchen sink full of random ideas. You will be able to upgrade your succubi, give then a few interactions and once those are balanced this system will be extended, like the summoning.

Now the debugging phase will go this way:
- Gen a new world and make sure there is no error in the log.
- Verify the workshop building materials, and the jobs reagents.
- Drop all the reagents and run those one at a time and fix any bug that occurs.
- Push the changes into MW and start over.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Godlysockpuppet on March 27, 2014, 07:29:24 am
I noticed people haven't been offering you much feedback lately, but just want you to know I'm still lurking. Love what you've done so far - but one thing I'd really like you to do (as I always do it myself) is add a few buildable light sources for that dfhack plugin that adds lighting. Even if it's just a big gem that lights up the area, or something.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 27, 2014, 07:53:11 am
I noticed people haven't been offering you much feedback lately, but just want you to know I'm still lurking. Love what you've done so far - but one thing I'd really like you to do (as I always do it myself) is add a few buildable light sources for that dfhack plugin that adds lighting. Even if it's just a big gem that lights up the area, or something.

I'll add gem lights and pentagrams, I planned to pick the ones from MW.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on March 27, 2014, 02:01:05 pm
I always play embarks with nothing.

Unfortunately, I need an anvil to do most work, so, like it or not, I have to start with an anvil, whether I like it or not.

I would love, LOVE, if I could actually embark as a deep succubus civ with nothing at all, and still be successful.



PS: I am trying to build a clear glass pyramid in the middle of the ocean for my deep succubi! Takes forever. I wish that making glass blocks would give 4 instead of 1. (Maybe you should modify this reaction for succubi.)
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 28, 2014, 02:31:07 am
I added what you need, mostly by importing bits of masterworks.

We now have illuminations, you can build pentagrams, braziers, chandelier, fireplaces, glowing orbs... I have to test that against Phoebus and Osidians sets to see if they look okay.

I also copied over the gem industry from MW, in a lighter version (no splitting and many tools are out). Among the jobs you can make 4 blocks out of a gem and anvils too. Glass is a tricky material, but it should be possible to make raw glass on repeat and send those to this workshop to get glass blocks quickly.

As an alternative you can also summon slade anvils now.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on March 28, 2014, 04:48:00 am
Did you take the rendermax file from mdf as well? and without adding new tiles into phoebus/obsidian, it will look odd. just compare the normal phoebus with the phoebus png in mdf.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 28, 2014, 09:07:14 am
I did that, and there was not much to change. The gem workshop looked okay once built, I only had to change the building steps. The illumination does not look as good as in mdf, but the should be unique enough to be visible in a busy fort.

I don't have a lot of errorlogs, mostly typo in the interaction tokens.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on March 29, 2014, 02:36:26 am
How old can succubuses grow? I have a few 500 year olds around. Is there a limit to how old they can be before dying of old age?
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 29, 2014, 04:10:37 am
How old can succubuses grow? I have a few 500 year olds around. Is there a limit to how old they can be before dying of old age?

Nope, they are immortal like elves/goblins.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on March 29, 2014, 12:50:39 pm
Hum... Kobolds are immune to traps. A kobold ambush almost decimated me.

How can I convert kobolds to my civ if I can't capture them?

Also, I converted a bunch of prisoners, now, how do I get them out of the cage? Figured it out.

Ok, so managed to get them out of their cage by building a lever and linking it to built cages. Things were going sort of well.... until all hell broke lose. A lot of job cancellation spam, since everyone believes everyone else to be hostile, even if they are not. This means that no one is getting anything done, since they all flee like headless chickens.

I use Dwarf Therapist, and it seems to have a problem with gender, since it shows my transformed prisoners to be all female, which is not what is shown in-game.

EDIT: It seems that everyone is killing everyone. It doesn't seem to be intentional, but they are dying from bumping into each others. Maybe it's a problem with Utterances? All the converted prisoners don't have scrambled names. (They seem to keep their name and gender, which is different from how it should work... I think?) The job cancellation spam is the same that I would get if I had a bezerker insane fort member...only that there should be no reason for that.

In any case, this makes it pretty unplayable, since I can't get anything done if everyone is scared of everyone.

EDIT EDIT: I am running 5.6. Do you need the savegame?
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Godlysockpuppet on March 30, 2014, 06:44:05 am
It's a bug Meph has already found a fix for. Can't remember how to fix it, you need to update something, but essentially the script didn't change the hostile prisoner's civilization correctly, so they're still enemies.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on March 30, 2014, 07:17:33 am
This is not true. I use the same scripts, was made aware of that bug, updated the scripts, but the bug still persists. My assumption is that the Warlocks have the very same problem at the moment.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Godlysockpuppet on March 30, 2014, 09:57:37 am
Oh woops ^^ Thought I read that you'd fixed it. Not sure then~
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 30, 2014, 01:04:59 pm
Yes, I can use the savegame. I probably missed some hostility bits that must be cleared so the enemies forget that they were enemies. I could not reveal that on my tests. How did the siege went beforehand? Did the invaders bump into a fight before being caged?

You can try typing fix/loyaltyCascade to get the fort back, on repeat. The bugged prisoners will probably be killed at some point.

I did not get around changing the prisoners names. I wanted to have df decide for me, but in the meantime it helps to find the bugged citizens.

As for Kobolds, perhaps tentacle monster slime can stun them. That'll be easier later on as you will be able to make cave-in ammo. A drop in trap using a retracting bridge may also do the trick, they heal up anyway when you transform them.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on March 30, 2014, 02:17:10 pm
No, I don't think they engaged in any combat with my own succubuses. By the time the siege rolled around, I only had 4 live ones, so I would have known.

I captured 10 goblins. I converted 5 first, and everything seemed to be in order. I built the cages and then used a lever to release them. Then all hell broke lose.

I thought that maybe the first batch was defective, so I sent the newly summoned succubi away, and then converted the other 5. Same problem happened.

Here's the save. Tell me if you need a prior autosave, though, in honesty, I can't remember how far back it was saved.

(Please ignore the ugly fort. It is under construction!)

https://mega.co.nz/#!FQRg3QgB!q7M5tPCCVJPc3ICGuO2gy4oD6lU8gkWmf_uY9w-Cq6Y
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: bigjane on March 30, 2014, 05:55:25 pm
I've really enjoyed this mod. Got a kick out of the body parts that were tagged NWS.

Please keep up the good work.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on March 31, 2014, 02:45:01 am
I scanned the bits of the broken ex-goblins, there seem to be 2 sides : the ex-goblins and the original succubi. Both seem to belong to your civ, but they see each other as enemies and try to run away when they approach each other. I did not find the values that control this yet.

Edit : I found the two problems. First the script that turn prisonners to your side did not make them member of your civ. This is fixed at the price of spam in the dfhack console.

Now the problem is that they are still enemies of your civ, while being member at the same time (aka, loyalty cascade), I need to erase the enemy bit and I'm not sure how to do it. I will be reading other scripts to figure that out.

I've really enjoyed this mod. Got a kick out of the body parts that were tagged NWS.

Please keep up the good work.

Thank you
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on April 01, 2014, 05:24:10 am
I do not know much about scripting, but can't you make their assiociations to other groups former associations, and add them as current associates to the current fortress' expedition group?

Maybe that is the problem?
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 01, 2014, 11:20:01 am
I do not know much about scripting, but can't you make their assiociations to other groups former associations, and add them as current associates to the current fortress' expedition group?

Maybe that is the problem?

Yes that does it. Deleting the link causes DF to crash but replacing with 'former prisoner' helped ('former enemy' does not exist). It fixed the issue but it will not prevent it from happening again.

The fixed scripts (https://drive.google.com/file/d/0B8QFWS9tHkaaZi1xM2psYTNhRms/edit?usp=sharing)

To get your fort back :
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 01, 2014, 01:18:48 pm
<weird double post>
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 01, 2014, 04:35:03 pm
Does this mean that you found a final solution to the issue, or is it something that requires manual user input and/or reloading the save?
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 02, 2014, 02:22:15 am
Does this mean that you found a final solution to the issue, or is it something that requires manual user input and/or reloading the save?

This is the complete solution for any fort. Converted prisoner should behave from now on.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Godlysockpuppet on April 02, 2014, 11:12:30 am
When's the next update going to be released with the fixes? :)
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 02, 2014, 01:08:39 pm
When's the next update going to be released with the fixes? :)

Soon. I have debugged special ammo and new weapons. I also fixed a few bad building choices. Now I have to build each new workshop and test the reactions.

I have do deal a bug with the soul system however. I wanted the succubi to get soul from corpses but instead they will use any butchered part: cartilage, bone, hooves... That's not what I had in mind.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 04, 2014, 08:34:23 am
I finished debugging the reactions for the deep succubi and fixed a lot of bugs for them. Now all that remain are the regular succubi's reactions before I start packaging the update.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Iazo on April 05, 2014, 08:52:23 am
Yay for succubi!
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 07, 2014, 09:26:57 am
Whats unclear about the souls? I thought you wanted to copy the ebo item idea that Roses and me use.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 07, 2014, 12:18:27 pm
At first I did not want to update the vanilla DF raws, so the mod can be used along other mods. But the real issue is that non deep succubi do not butcher sentient creatures and so to get soul from their corpse I have to add another way.

I made reaction that create a soul from a corpse. It does work, but it will also pick any inedible bodypart from the refuse stockpile, like bones, nervous tissue... playing with this will be too much micro management. Plan B involves dfhack and an interaction.

Ie : Build the workshop in the middle of the refuse. Reaction provides an interaction that targets corpses 'fit for resurection'. Interaction uses syndrometrigger to run a script that delete the item at the position and add a soul, non-sentient butchers get their souls.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 07, 2014, 12:31:04 pm
Interesting. I couldnt find a solution with modding. Ebo items means you need to butcher sentients, while corpse targetting in reactions is broken. It never occured to me to use dfhack.

Maybe I can use this for my dwarves, use your system, mostly to stop them from butchering sentients...
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 10, 2014, 01:25:15 am
I finished debugging the next version. I still need to add a way to make glass blocks quickly (because the gem crafter shop did not work) and to work on a new way to get the souls from bodies.

Update : I got mass production of glass blocks and windows in. For souls it is getting complicated. I don't want to search through the item list because that will hurt the fps badly, so I am going to resurrect the corpse and transform it into a dummy creature. Then, through dfhack, I have to create and place a soul on its feet before killing it. There is many ways this can fail but I hope to keep the whole process into one tick.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 11, 2014, 03:46:14 pm
The dummy creature could just use the soul as itemcorpse.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 12, 2014, 02:18:31 am
The dummy creature could just use the soul as itemcorpse.
Why didn't I think of this first? Now I only have to add the killswitch.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 13, 2014, 08:47:53 am
Huge success using itemcorpse. The game instantly resurrect bodies and transform them into summoned soul, then I simply flip the scuttle flag to turn it into items.

But one old problem remains. Interaction based actions does not seem to fire properly unless I immobilize the worker with a transformation. Since transformations heal the unit and the soul conversion is free, I do not want to use this solution. That would be too easy to abuse.

So far, queuing the job twice seem to work. I'll leave it like this for now.

And that completes the development of 6.0. I need to prepare the packaged version (which is longer that it should be) and make sure it works in masterwork.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 13, 2014, 08:55:44 am
Thw worker runs away to quickly. He doesnt target the corpses before he is out of range. Queuing it up twice only makes him stay longer, thats why it works.

Try setting the workers speed to 1 or similar tricks to keep him around for 100 ticks or so.

Edit: An afterthought: Might i use this for mdf dwarves? while my soul system does work, it results in dwarves butchering sentients... not intended. ;) The important part would be race specific souls... dead goblins have to give a goblin soul. Otherwise some features dont work.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 13, 2014, 12:53:39 pm
Thw worker runs away to quickly. He doesnt target the corpses before he is out of range. Queuing it up twice only makes him stay longer, thats why it works.

Try setting the workers speed to 1 or similar tricks to keep him around for 100 ticks or so.

Edit: An afterthought: Might i use this for mdf dwarves? while my soul system does work, it results in dwarves butchering sentients... not intended. ;) The important part would be race specific souls... dead goblins have to give a goblin soul. Otherwise some features dont work.

I tried setting the speed to 1 but it seemed to make it worse. I need to look at this again.
Oh and one funny bug. If you play step by step, the souls will look like a wagon for one tick. This is caused by the scuttle effect. This is not visible under normal circumstances.

You can use it for the dwarves for sure. It does not discriminate for now but you'll be able to duplicate the interaction and select which corpse do what.
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Meph on April 13, 2014, 05:17:52 pm
I dont think I can target corpses like that, because they have neither active syndromes nor creature classes (i think)
Title: Re: [CIV] Succubus civ 5.6 - strange bedfellows
Post by: Boltgun on April 14, 2014, 04:57:02 am
I dont think I can target corpses like that, because they have neither active syndromes nor creature classes (i think)

The syndrome applied to the resurrected corpse will be the key, so you'll be able to add several syndromes targeted at specific creatures.

Edit : I finished cleaning duplicates in the MDF patch in a lazy way. Proper integration will be done in version 7 but for now the mod is playable again along the warlock civ. I only have to clean up the linux and mac version before releasing so it's time to run your forts into the ground.
Title: Re: [CIV] Succubus civ 6.0 - Powerful imps
Post by: Boltgun on April 15, 2014, 12:37:59 am
Update 6.0 - Powerful imps

This update requires a new world gen. It introduces new interactions and effects that can affect an entire site. Adventurers may even encounter new secrets on their travels.

Both the succubus civilization can now build temples related to their domains of influence :
- The deep succubi can build the Esoteric order, the Abyssal temple and the Altar of Nightmares
- The succubi can build the temple of sin and the temple of fire.

Here is the list of reactions :
Spoiler (click to show/hide)

Getting souls
- Many new jobs requires souls.
- Souls are harvested at the well of soul.
- Deep succubi get souls from totems.
- Succubi must construct the well in the middle of a refuse stockpile and get souls from nearby corpses.
- Deep succubi in masterwork can not get soul from totem but can instead butcher creatures for it.
- Souls do wither away but those can be trapped into cut gem to prevent that.

Special weapons
- You can build stygian lances (succubi) or forbidden bracelet (deep succubi) at the soul forge.
- Both are ranged weapon that fire shards, stygian lances also serve as a melee weapon.
- Shard by themselves do little damage.
- However it is possible to build special shards at the soul forge. Those shard will cause powerful syndromes or cave ins.
- Make sure that ammo usage for those are correctly set. By default DF will assign arrows to these weapons users.
- Do not train with the special shards!

New summons
- Soul wisps - Good civilian pets that will raise the mental attribute of nearby succubi.
- Rat thing - A vermin hunting rat that can teleport to their enemies from a medium distance.
- Horrible Fell Spirit - Yes. Those things.

Other major stuff
- Renamed the positions, non-deep succubi record keeping and job management has been merged into the librarian.
- Orichalcum has been renamed basiliskine. It is otherwise the same metal.
- Added illumination for use with rendermax.
- Added a magma furnace that allows the mass produce glass blocks and windows (inspired by the modern glass industry).
- Added a couple of world gen and embark profiles.

There is also various bug fixes. The issue that caused converted prisoners to remain hostile is now fixed. The summoning system has been made simpler and will use much less reagents. You will also find various fixes to animal behaviours, nightmares will stop running away, hellhound will enrage and several error messages are gone.

Also the masterwork DF version is fixed, as the warlock civ introduced a lot of duplicates. After the round of bugfixes that will follow, I will make the usual thread on the mdf subforum.

Changelog
Spoiler (click to show/hide)

Downloads
Windows (http://dffd.wimbli.com/file.php?id=8000)
Linux (https://drive.google.com/file/d/0B8QFWS9tHkaaWXlBYWZ2TU92X2c/edit?usp=sharing)
OSX (https://drive.google.com/file/d/0B8QFWS9tHkaadEphOS1kMFEtNUk/edit?usp=sharing) - Dfhack seem to crash on maverick, sorry. I am looking for a new build of r4.
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaRXg1cVRQUWFINzA/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 6.0 - Powerful imps
Post by: Meph on April 15, 2014, 09:32:39 am
Sorry for the Warlock duplicates. I used your raws for the prisiner corruption, didnt rename the IDs.
Title: Re: [CIV] Succubus civ 6.0 - Powerful imps
Post by: Boltgun on April 15, 2014, 10:16:41 am
Sorry for the Warlock duplicates. I used your raws for the prisiner corruption, didnt rename the IDs.

That's okay, eventually everything that is been duplicated from one mod to another will be unique.
Title: Re: [CIV] Succubus civ 6.0 - Powerful imps
Post by: Ombragon on April 21, 2014, 02:45:28 pm
I just found a two thing while playing, first, in the raws the commands are named fooccubus/makeown, but for dfhack they are named fooccubus-makeown, and the second, the bloodworm seeds, are named black rose seeds. And by the way, it is a really good mod
Title: Re: [CIV] Succubus civ 6.0 - Powerful imps
Post by: Boltgun on April 22, 2014, 01:17:28 am
Nice, I was wondering why the bloodworm were not appearing on the embark screen. I'll test the prisoner conversion and put an update.
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Boltgun on April 22, 2014, 03:26:25 pm
Update 6.1 - Powerful imps

This update does not require a new worldgen, this mainly fixes the prisoner conversion and provides a proper name to the bloodworm spawns.
It also fixes a lot of issues in the Masterwork patch.

Enjoy!

Changelog :
Spoiler (click to show/hide)

Downloads
Windows (http://dffd.wimbli.com/file.php?id=8000)
Linux (https://drive.google.com/file/d/0B8QFWS9tHkaaZTQ0aTNzVFVmeUE/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Meph on April 23, 2014, 10:10:34 am
Since you always do the extra work of adding a mdf patch, I should really start adding the Succubi by default into my Gui... :)
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Boltgun on April 24, 2014, 01:25:32 am
Since you always do the extra work of adding a mdf patch, I should really start adding the Succubi by default into my Gui... :)

I am playing a mwf fort and taking notes of what I need for a full integration. I already found out that warp stone means certain death.
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Meph on April 24, 2014, 08:51:34 am
Only the unstable one. There are three types ;)
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Boltgun on April 24, 2014, 02:17:02 pm
Since I'd like the civ to inhabit evil biomes, warpstone will one of the hazard that will prove positive then.  ;)

Speaking of MWDF, it is time to have a thread (http://www.bay12forums.com/smf/index.php?topic=138085.msg5215358#msg5215358) about it. I have a lot to wrap my head around there so the launcher can activate/deactivate the features properly.
Title: Re: [CIV] Succubus civ 6.1 - Powerful imps
Post by: Boltgun on May 05, 2014, 01:01:22 pm
Update 6.3

You do not need to regen your world, you can update your saves by dropping the raws inside. However a couple of changes will only take effect on a new world.

(6.2 was only released in the mdwf patch)

This fixes a few bugs,and bring basiliskine back.

There is also a couple of changes to prepare for the future content. Pitchforks are now use the  spear skill, and you cannot make breastplate anymore.
The loss of breastplates has been compensated by the increase in the corsets coverage and the ability to make shield instead of bucklers.

Last and not least, the script that allow the succubi to stay naked is working again.  :D

Changelog
- Moved the corsets back in the UNDER layer.
- The succubi should forget bad thoughts about clothing again.
- Pitchforks and their stygian versions now use the spear skill
- Inverted the spearsuccubus and pikesuccubus sprites.
- You should be able to make basilikine bars again.
- You cannot make breatplates anymore.²
- Bucklers has been replaced with shields.²

+ Masterwork changes
- Added support for more instruments.
- Added razor wires traps.
- The torture chamber will have reactions again.

² Requires a world gen

Downloads
Windows (http://dffd.wimbli.com/file.php?id=8000)
Linux (https://drive.google.com/file/d/0B8QFWS9tHkaaZTQ0aTNzVFVmeUE/edit?usp=sharing)
Masterwork patch (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: |SignOfTheRaven| on September 25, 2014, 09:28:39 pm
Hey, Bolt. Are you still working on this? I really loved it and would really like to see it for 2014 df! Best of luck and thanks for this awesome civi mod!
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: Boltgun on September 26, 2014, 09:41:17 am
Hey, Bolt. Are you still working on this? I really loved it and would really like to see it for 2014 df! Best of luck and thanks for this awesome civi mod!

Possibly, there have been too much updates in the MDF version to keep the vanilla version up to date. Now that it is more stable, I might port it back.

There is a few issues to handles with dfhack, some of the reactions might no longer work (like calling sieges) but otherwise I am eager to move on 0.40.
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: Iazo on October 04, 2014, 12:18:41 pm
Seconded, I really love deep succubi!
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: |SignOfTheRaven| on October 10, 2014, 02:39:03 am
Hey, Bolt. Are you still working on this? I really loved it and would really like to see it for 2014 df! Best of luck and thanks for this awesome civi mod!

Possibly, there have been too much updates in the MDF version to keep the vanilla version up to date. Now that it is more stable, I might port it back.

There is a few issues to handles with dfhack, some of the reactions might no longer work (like calling sieges) but otherwise I am eager to move on 0.40.

Great news! I can understand your reasoning. Perhaps when Tarn decides to take a longer then normal break, you and many others will be able to have the time to work on mods. Once again, thanks for this mod. It's the only reason I go back and play 0.34 anymore.   :)
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: Boltgun on October 10, 2014, 04:39:04 am

Great news! I can understand your reasoning. Perhaps when Tarn decides to take a longer then normal break, you and many others will be able to have the time to work on mods. Once again, thanks for this mod. It's the only reason I go back and play 0.34 anymore.   :)

The raws seems to be stable now so it is worth giving it a try. Dfhack is more difficult because dependencies must be met. The civ relies heavily on truetransform and spawnunit, among others scripts and those must work in the latest dfhack.

I started importing the mod back to 0.34, it will be released first for the legacy version and dfhack r4 before converting directly to the 0.40 series.
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: |SignOfTheRaven| on October 11, 2014, 07:36:13 pm

Great news! I can understand your reasoning. Perhaps when Tarn decides to take a longer then normal break, you and many others will be able to have the time to work on mods. Once again, thanks for this mod. It's the only reason I go back and play 0.34 anymore.   :)

The raws seems to be stable now so it is worth giving it a try. Dfhack is more difficult because dependencies must be met. The civ relies heavily on truetransform and spawnunit, among others scripts and those must work in the latest dfhack.

I started importing the mod back to 0.34, it will be released first for the legacy version and dfhack r4 before converting directly to the 0.40 series.

Any chance we'll see them be able to become necromancers this time around?
Title: Re: [CIV] Succubus civ 6.3 - Powerful imps
Post by: Boltgun on October 13, 2014, 03:59:05 am

Great news! I can understand your reasoning. Perhaps when Tarn decides to take a longer then normal break, you and many others will be able to have the time to work on mods. Once again, thanks for this mod. It's the only reason I go back and play 0.34 anymore.   :)

The raws seems to be stable now so it is worth giving it a try. Dfhack is more difficult because dependencies must be met. The civ relies heavily on truetransform and spawnunit, among others scripts and those must work in the latest dfhack.

I started importing the mod back to 0.34, it will be released first for the legacy version and dfhack r4 before converting directly to the 0.40 series.

Any chance we'll see them be able to become necromancers this time around?

Maybe, undead was out of the design to allow civs that would be more focused to this but perhaps I can add it in vanilla only.

The deep succubi have also been merged with their regular counterpart but an optional civ file has been added to restore their gameplay.

There is a lot of masterwork references in the raw, but I will keep all those that do not generate errors to make the maintenance of both versions easier.
Title: Re: [CIV] [34.11] Succubus civ 6.3 - Powerful imps
Post by: Boltgun on November 26, 2014, 04:13:26 am
Back to modding! I imported the changes made in MW. Unfortunately I tried mocing all of MW reactions and buildings to allow me to sort things later. Not the best idea because I have an errorlog as long as my arm now.

The other solution is to hand pick what I want to use, that is still a long process but at the same that'll let me figure what must be kept. Some buildings are specific to MW's stones and should not appear.

Otherwise creatures, items and the entity as been fixed, except the Orthus lacking their second head.
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: Boltgun on January 21, 2015, 02:27:11 pm
After such a long absence...

Update 10.0

Trying to reimport the mod from Masterwork DF was a failure, it needed me to handpick what the mod used from there, that was not worth it for a version no one wish to play anymore. Obviously it was much easier to restart from scratch, or rather, to go back to the civ's first days while converting what was made for 0.34.

So here's a minimal alpha version, with only the succubi, their civ and a couple of furnaces. Seeing how fast it is to add stuff after starting from scratch, summoning will quickly follow.

So the changes:

There is no optional raw files for now, but the modified dwarves and goblin will be added soon. I'll also provide a 'deep mode' if you wish to play again without trade and with lots of conflicts.

We're also discussing the civ's progress in DF2014 in this thread (http://www.bay12forums.com/smf/index.php?topic=147509.0).

Download on dffd (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: Boltgun on February 04, 2015, 03:29:51 am
Nothing went as planned, summoning unit revealed a critical bug that that must be taken care of before releasing it.

While this issue is being investigated, I went ahead and started porting corruption. The newer dfhack allows a simpler system that involve less transformations and more reliable fields of view. The raws and scripts have been added and must be debugged now. What's the best way to get  sieges now?

The immodesty feature (not caring about clothing) also need some fixes, that should not take long.
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: bigjane on February 05, 2015, 06:41:16 pm
Awesome! Great to see you making the standalone version for .40! Gonna play this so good.
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: Boltgun on February 07, 2015, 12:25:29 pm
Awesome! Great to see you making the standalone version for .40! Gonna play this so good.

Ah thank you, I made good progress despite the bugs.
Title: Re: [CIV] [40.24] Succubus civ 11.0 - "Why deny your heart desires?"
Post by: Boltgun on February 08, 2015, 04:35:41 pm
After such a long absence...

Update 11.0 - Corruption

Finally, the signature feature is back with a simpler backend. The mechanics are the same: Build a den of iniquity, put prisoners around it, run the reaction, enjoy your new friends. This is still experimental however as it's tedious to get sieges to test against so tell me if there is any issues.

Corruption also works on traders but you'll have to scuttle their wagons because it seems that caravans are actually led by donkeys and not the way around.

About summoning

Summoning is also included but disabled... If you feel lucky, open the enitity_slaver_succubus.txt file in the raw and, at the bottom, add a '[' to the line mentioning a summoning portal. Be warned however that summoned beast goes hostile when you reload your save. I am still working on this bug before considering this ready for a release.

There is also a few other changes: new castes for masterwork df races, and a doubled ratio of incubi. There is now 20% of males in the race now.

Spoiler: Changelog (click to show/hide)


Download on dffd (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: Bloax on February 10, 2015, 04:00:58 am
What's the best way to get  sieges now?
Does the "force siege EVIL" (https://gist.github.com/Putnam3145/7005776) script work? (Snatched from here (http://www.bay12forums.com/smf/index.php?topic=123817.0))
Title: Re: [CIV] [40.23] Succubus civ 10.0 - Swimming in magma
Post by: Meph on February 10, 2015, 10:04:57 am
What's the best way to get  sieges now?
Does the "force siege EVIL" (https://gist.github.com/Putnam3145/7005776) script work? (Snatched from here (http://www.bay12forums.com/smf/index.php?topic=123817.0))
No.
Title: Re: [CIV] [40.24] Succubus civ 11.0 - "Why deny your heart desires?"
Post by: Boltgun on February 10, 2015, 10:37:45 am
I found an modtools/force addCivAttack command in the scripts, I'll test it tonight but I think it's just a port without much effect.

Otherwise a hunter found 3 fishermen on the map. 2 humans and one dwarf. Not soldiers, they were just fishermen who were trying to go through the place unnoticed. I was too surprised to backup the save, what those 3 stooges were doing there?

Edit: Perhaps they were necromancers, I cage trap'd an undead siege once year prior.
Title: Re: [CIV] [40.24] Succubus civ 11.1 - "Why deny your heart desires?"
Post by: Boltgun on February 24, 2015, 05:33:48 pm
Update 11.0 - Corruption

This is mostly a technical update, there is no need to update your save for this version if you got your fort running. If it just crumbled however, it would be a good time to fetch this version.

The mod now requires dfhack r2 (included in the lazy newb packs) and new worlds created will now have the scripts included in the save. That should make forts easier to share. With this work done, we can move on adding new stuff and hopefully fix the hostile summoning bug.

In other news, the windows build is back, it is loaded with the Phoebus pack but sadly without twbt.

Spoiler: Changelog (click to show/hide)


Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
* Patch (github mirror) (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-11.1/succubus-11.1.7z)
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Iazo on March 14, 2015, 01:34:10 pm
Quote
The deep succubi are gone, both civs are now united

I am very sad now. :(
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 16, 2015, 11:51:39 am
Quote
The deep succubi are gone, both civs are now united

I am very sad now. :(

Yes, that's too bad, but every update made it harder to justify the split. In the end they were too similar and you'd want to access both sides goodies anyway.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Iazo on March 17, 2015, 06:42:30 am
I was only interested in the no-trading no-immigrants aspect.

Oh and convert besiegers to your civilization, that was sweet too.

Right now, only Hermit mode offers something comparable....but it has not been updated, and I can't play it :(
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 17, 2015, 07:06:47 am
I can include a no trading file to replace the default civilization, no immigrants is not guaranteed however.

Converting besiegers is in however no matter what.  ;D
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: AquaMouser on March 21, 2015, 06:19:41 pm
Really love the work you put in the succubi in the df:masterwork mod, but am now trying to get it all to work in df2014, but i am doing something wrong.

I downloaded a clean LNP for this, extracted everything you put on page 1 in it. But now, whenever i try to change graphics, i cannot play with succubi, they won't show on the map. If i leave it, i can play with the succubi, but no special building for them will show up (it's the same as dwarfs, i can even melt steel from iron+pig iron etc. i just get succubi pictures, and the succubi female-to-male ratio.

I know i am doing something wrong, just not what, please advice.

Thank you.

Aqua
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 23, 2015, 03:45:00 am
Really love the work you put in the succubi in the df:masterwork mod, but am now trying to get it all to work in df2014, but i am doing something wrong.

I downloaded a clean LNP for this, extracted everything you put on page 1 in it. But now, whenever i try to change graphics, i cannot play with succubi, they won't show on the map. If i leave it, i can play with the succubi, but no special building for them will show up (it's the same as dwarfs, i can even melt steel from iron+pig iron etc. i just get succubi pictures, and the succubi female-to-male ratio.

I know i am doing something wrong, just not what, please advice.

Thank you.

Aqua

When you change the graphic set in the LNP it overwrite the raws folder, which is annoying. You have to install the mod back after choosing your graphics.

I'll support the LNP better when it will have a mod support or something.

However you have to a dwarf civ with succubi in it? Do you have something in your errorlog log that sayd 'Duplicate entry...' ?
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: AquaMouser on March 23, 2015, 05:55:18 am
i looked through the error log, and the only things i can see is a werecivet failing to infect my succubi, a cat failing to find a path (alot), and a guineacock failing to find a path aswell.

But from what i read, i need to install the succubi part, then manually install the spacefox graphics, seeing as everytime i change it in LNP, it changes the raws, thus making it dwarf only, but if i reinstall the succubi part, i get the grey/bland looking graphics.

Am gonna try that, when my eyes are staying open for awhile :P

Thanks Boltgun.

Aqua

Modification: i got the succubi to work now, can play them, but i still cannot change the graphics, whenever i try, it stops spawning them.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 24, 2015, 03:31:24 am
Cool, I don't think we can work around raw rewriting but if you change the graphics first then install the succubi, what kind of grey/bland graphics do you get?
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: AquaMouser on March 24, 2015, 09:06:37 am
well tree's are either grey or black, from leaves to trunks and fruits, the floor can be totally white, or one of the grey tones.
even items just turn into white/grey/black blocks.

Also if you install another grpahics pack (say spacefox), then install the succubi thingy, spacefox isn't the graphics pack anymore, but it's phoebus i believe it is called. no matter what i do. If i keep the phoebus one, i have succubi, if it's any other graphic pack, it changes to dwarf only.

A streamer on twitch, who tried your mod had it on stream aswell.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 24, 2015, 10:03:29 am
Just a quick question, did you download the from dffd or a github archive ?

Edit: Streams? Amazing!
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: NukeACitrus on March 25, 2015, 02:03:18 pm
Just a quick question, did you download the from dffd or a github archive ?

Edit: Streams? Amazing!

I (the streamer) downloaded it from DFFD and downloaded the latest version I could find of Spacefox, 1.0.

After downloading the pack and your mod, I injected DF vanilla with your mod, then threw spacefox into the mix.

EDIT: I was experiencing the same problems that Aqua listed, with the race changing if I try to apply Space fox through LNP.

It's odd that the trees fail to show any texture, seeing as LNP uses it too (as far as I know anyway). Obviously something goes wrong when you just drop it right in on top of your mod, but I'm no programmer so what do I know? ^_^
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: AquaMouser on March 26, 2015, 06:05:07 am
i had to look up where i got it from, and it was dffd or was that fddf, well it's from the link on page 1 of this forum post.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 26, 2015, 08:22:35 am
Alright, I'll have a closer look at both the patch and spacefox. It is possible that the patch overwrite a plant file from spacefox, causing it to lose textures.

Perhaps installing them the other way, spacefox first then the patch work better. I'll ask on the LNP thread if there is a possibility for a better modding support, like preventing them from disappearing when you change the graphics.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Meph on March 27, 2015, 09:16:04 pm
The python LNP should have perfect mod support by now... considering what they did to write the new merging system.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
Post by: Boltgun on March 28, 2015, 03:54:58 am
I saw it on the latest version, that's exactly what we need. It does not look like there is changes to make to make this compatible.
Title: Re: [CIV] [40.24] Succubus Dungeon 11.2 - "Why deny your heart desires?"
Post by: Boltgun on April 14, 2015, 04:23:26 pm
Update 11.2

Corruption got easier. Now invaders leave their cages by themselves and traders abandon the depot once their transformation is complete. You can now run the ritual and not worry about levers and wagons anymore. In addition, a few help messages have been added to make the civ easier to handle.

The broker position have been added back and many names have been changed to give them more weight in from of terrific ones like 'Keeper of secrets'.

Unfortunately, you will have to generate a new world for this patch.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)

Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: Boltgun on May 03, 2015, 08:29:31 am
Update 12.0 - Summoning

Finally, summoning is back and it got even better. As before you can call monsters on your side using a couple of items. Those monsters will act either like an animal or a foreign citizen depending on their intelligence. Otherwise, most of them grew stronger with better attacks and even wrestling moves.
Please note that not all monsters will appear on the animals page.

Summoning now uses the animal training skill instead of alchemy.

Available monsters :
- Nahash: A vermin hunting snake, female lays eggs, summoned by batches of 5.
- Orthus: Vicious two headed dogs, can be trained for hunting or war.
- Nightmare: The mount and pack animal of the civilization. Cannot tire and throw a strong kick.
- Fire imp: Throw fireballs at your foes.
- Pain elemental: Suicidal spirit that will explode upon attack.
- Tentacle monster: Can throw multiple attacks thanks to their appendage, lays slime that weaken enemies. The slime can be collected to replace oil.
- Frog demon: A strong fighter for the front lines, sometimes used as a pack mule by merchants.
- Fire spirit: Powerful demons that can burn entire squads of invaders.
- Decay brutes: Huge, invisible monsters with a necrosis secretion.

Other additions includes the gem cutter shop from Masterwork, allowing you to make furniture out of gems (and not cut rocks anymore, sorry), as well as the red and blue portals for more strategic transportation, using a worker with the architect skill enabled.

Have fun.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: AquaMouser on May 04, 2015, 12:06:25 pm
Hey Boltbunny,

love the summoning, haven't been able to really get into it, but been seeing 2 weird things.

1) i already told you, the gemcutter's shop not recognising gems to make stuff with (on 3 different installs, been retrying it), and
2) Goblin caravans show up, walk up, then drop everything and run away, in my main fort, it has happend 3 years in a row, and we are still at peace. The succubi trader works perfectly.

If i find more, i will poke you in here again :D

Aqua
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: Boltgun on May 04, 2015, 12:39:18 pm
I found out where the gumcutter went wrong, I assumed that a reaction class was in vanilla while it was only in MW. I'll fix this asap.

For goblin I have noticed a lot of strange behaviour, especially if ther ei smultiple trade depots built. I cannot tell if it's DF or the mod that is causing issues.

If the goblin left a wagon of stuff in the field, where there any firey monster in it?
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: AquaMouser on May 04, 2015, 01:40:27 pm
no pets at all in the wagons, but they pulled their wagons back aswell, just threw everything overboard.

Also, i only have 1 depot, so that rules out the multiple depot thingy

Aqua
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: Hammerstar on May 09, 2015, 07:24:52 pm
I'm having an issue building the Den of Iniquity in the latest Windows build. I have about six free iron whips in the stockpile, but I keep getting the "Needs Whip" message when I try to build it.

Now there's no special stockpile settings in place, basically free access everywhere, and I've installed nothing else on this, just the Windows build. Is iron not an acceptable material for this, or is this maybe a bug?
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: Boltgun on May 11, 2015, 02:14:01 am
I don't remember changing the den of iniquity but I'll try again. Iron should be accepted.

I'll test merchants again in a new fort and see what happens.
Title: Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
Post by: AquaMouser on May 13, 2015, 05:14:04 am
i had the whip bug aswell, but it got fixed after i had to forbid them  due to a siege, then un-forbid them, after that, i could make the den.

Normally i don't have any problems with making the den, except that i tend to make them late (year 3-4 :P), only noticed that it doesn't accept training whips made from wood :D

Aqua
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on May 18, 2015, 04:28:16 pm
Update 12.1 - Bugfixes, hooray!

This is a boring bugfix release. Solves a few issues with pets, makes summoning less prone to failure on windows and perhaps mac os too, and the gemcutter should now accept rough (freshly mined, not cut) gems.

Have fun.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build (http://dffd.bay12games.com/file.php?id=8000)
* Patch (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: AquaMouser on May 19, 2015, 09:20:00 am
Hey boltgun,

i tried the gemcutting real quick, but it still aint working.
Tried it both with updating on my old succubi folder, aswell as a fresh install.

Made a new world in the fresh install, and just made a quick start. got a mason for blocks, then a jc for gemcutting, and after a gemcuttershop. I had about 15 rough gems, 10 cut gems aswell as 7 gems made from microcline. With this the gemcuttershop options were still red.

After i am back home again, i will try to test out the other stuffs aswell

Aqua
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on May 19, 2015, 09:27:52 am
Ow, it should have worked with the rough gems. I'll test again.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: PlotVitalNPC on June 01, 2015, 12:14:02 am
So how would one have to toy with the raws to replicate the isolation of the Deep Succubi of old?
Or was that based in part on DFhack?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on June 01, 2015, 04:40:40 pm
So how would one have to toy with the raws to replicate the isolation of the Deep Succubi of old?
Or was that based in part on DFhack?

No it was based on the previous system of using active seasons. You can restore that but opening onload.init in the raw folder and removing all the lines that have NIGHTMARE inside.
Then you can open creature_succubus_summon.txt and under NIGHTMARE remove any mention of subterrean biome. That'll remove trading for both your civ and goblins.

It should prevent migration too, since you should not be exporting goods through trade then.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Meph on June 02, 2015, 10:19:00 pm
Cant you just remove the process triggers for caravans in the entity file?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on June 04, 2015, 07:27:58 am
That may work too, by the way it seems that the gem cutter is not working with rough gems in bins. This is being an headache now.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on June 24, 2015, 01:19:06 pm
What's this? Will deep succubi be back? Oh joy! :D
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on June 27, 2015, 03:57:16 pm
What's this? Will deep succubi be back? Oh joy! :D

Once i get the lazy newb pack mod support working so you'll be able to chose what to have, yes.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 05, 2015, 06:24:25 am
What do you mean? There's a way to choose what you play in Lazy Newb Pack? I thought only Masterwork had it.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 05, 2015, 10:24:27 am
What do you mean? There's a way to choose what you play in Lazy Newb Pack? I thought only Masterwork had it.

The LNP added a mod system, as you can activate/deactivate a mod like in masterwork and they should play nice with each other. I'll be able to add the option to play the deep succubi there.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 06, 2015, 11:49:52 am
So, what else will be new? Or is it a surprise?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 08, 2015, 02:40:13 am
So, what else will be new? Or is it a surprise?

I'll put the temple of sin back with pyromancy and other powers. There will also be a new version of the abyssal temple too with fire storms, invader luring and other fun stuff. All of those will be rebalanced.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 09, 2015, 12:34:24 pm
Will we still get slade anvils?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 10, 2015, 03:17:38 am
Will we still get slade anvils?

Yes, without steel making you need an alternative for the times that the civ did not strike iron ores.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: AquaMouser on July 10, 2015, 11:52:53 am
finally got me comp back, and i see boltbunny is busy working again *starts channeling all his excess energy so bolt will not have to sleep and can work 24/7*

Cannot wait till the next part Bolt, please keep up the great work.

Aqua
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 17, 2015, 05:37:19 am
Hey, I have a question. Can Succubi and Deep Succubi swim in magma? I know they're immune to fire, but I have no idea whether magma is fire-temperature, or something else.

If they fall in a volcano, will they burn, or drown?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 17, 2015, 05:42:22 am
They can swim in magma. (or drown if they don't have skill) Falling in a volcano is a sure dorwning or death by impact because liquid does not stop a fall. They'll go straight into the magma sea and die there.

In addition their cloth will not burn off if they get in contact with magma or fire. Clothing should only catch fire if they touch magma mist.

One thing to note is that the succubi will refuse to walk on spilt magma, even a 1/7 level puddle is blocking. I found no way around that yet.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 17, 2015, 06:02:55 am
That's okay, I was thinking of making 'succubus showers'.

Magma piped in above a corridor, let it drop one Z level and then drain through a grate the level below.

That would work, right?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 17, 2015, 02:48:04 pm
Yep, it will lead to weird phenomenons but it will not kill anyone. In fact you can probably make defenses with that.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Iazo on July 17, 2015, 03:07:58 pm
I think the last version upgraded the way dwarfs think about things.

Can you make the nakedness thoughts go away without hacking with dfhack, or is that still hardcoded?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on July 17, 2015, 03:16:06 pm
I have yet to see them get naked thought in the first place. So I guess the emotion system changed that.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Bodyless on September 13, 2015, 12:45:50 pm
There seems to be some issue with Spirits of Fire.
I got a few from migrant waves and my succubi are getting stuck when standing next to them.
No reports but lots of message about canceled jobs because of unreachable area.
I am also having a hard time getting them pastured anywhere safe.

EDIT: Turning off temperature helped... a bit. dont know what is happening.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on September 14, 2015, 03:54:44 am
There seems to be some issue with Spirits of Fire.
I got a few from migrant waves and my succubi are getting stuck when standing next to them.
No reports but lots of message about canceled jobs because of unreachable area.
I am also having a hard time getting them pastured anywhere safe.

EDIT: Turning off temperature helped... a bit. dont know what is happening.

I thought I removed Spirits of Fire from migration waves and caravans because they lit everything on fire and breaks pathing (or rather the succubi do not want to haul something flammable through). I'll check that again.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Bodyless on September 15, 2015, 10:41:16 am
There seems to be some issue with Spirits of Fire.
I got a few from migrant waves and my succubi are getting stuck when standing next to them.
No reports but lots of message about canceled jobs because of unreachable area.
I am also having a hard time getting them pastured anywhere safe.

EDIT: Turning off temperature helped... a bit. dont know what is happening.

I thought I removed Spirits of Fire from migration waves and caravans because they lit everything on fire and breaks pathing (or rather the succubi do not want to haul something flammable through). I'll check that again.

I think i know the problem:
The link("Windows build, unpack and enjoy") on the first page still links to the 12.0 Version, instead of 12.1.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on September 15, 2015, 11:13:38 am
Doh! I'll update asap.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: celem on September 19, 2015, 04:31:37 am
Do you have a known issue of some kind with Corrupt Prisoners?

When I ran the reaction at the den next to my trade depot (which was full of goblin merchants) I got a bunch of dfhack errors.

I'll try and reproduce it later today so I can provide you the dump, oil is hard to come-by for my fortress right now.

Is using the latest download from this thread unpacked into MWReborn.
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on September 21, 2015, 03:09:44 am
Do you have a known issue of some kind with Corrupt Prisoners?

When I ran the reaction at the den next to my trade depot (which was full of goblin merchants) I got a bunch of dfhack errors.

I'll try and reproduce it later today so I can provide you the dump, oil is hard to come-by for my fortress right now.

Is using the latest download from this thread unpacked into MWReborn.

If you are using MWReborn, I recommend using this package (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-12.1/succubus-masterwork-12-1.7z) instead, it contains a few changes made specificaly for reborn.

The one in this thread is targeted for vanilla and the raw changes is sure to cause issues.

Otherwise, could you post the dfhack errors?
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: celem on September 22, 2015, 07:20:53 am
Thats actually the download I was using.  I seem to have posted the problem into the wrong thread however...
Issue was using the file you just linked, and latest MWReborn

I dont have the exact error dump, i'll see if i can fish it out.  It certainly began with a 'script-environment' being a nil-reference...dont recall the rest of the trace, will try to reproduce
Title: Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
Post by: Boltgun on September 22, 2015, 09:34:15 am
Did you also updated dfhack, I think the one currently linked in the MDF release is outdated. But on the other hand Meph is soon back from his trip so it should be cleared soon.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on December 23, 2015, 12:12:23 pm
Because 0.42 is a full of features that are just perfect for the succubi.

Update 13.0

The mod is updated to the latest version of DF so you can build slade tavern spire and temples, fill them with masterful instruments and have the succubi sing their masterful songs and mesmerize goblin bards. The sprite for the new jobs are also included and well as a new ones for the manager and keeper of secrets.

This also introduces their many needs. The succubi will become bored and stress each other without a proper place to socialize and play music in. They can ever trigger berserk when arguing, I have not observed a casualty out of this but be careful.

It is important to note that there is no dfhack for this version of DF yet. So the more esoteric workshops like the summoning circle or the den of iniquity are disabled for now. What remains are the sources of construction materials (slade and glass) and you can still heat up the forges to compensate for the lack of magma.

And last but not least, the evil pets now live properly in their evil biomes so your adventurers can die to tentacle monsters or other niceties.

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Immortal-D on December 23, 2015, 07:33:58 pm
Nice :)  Since Phoebus is officially on hiatus now, will you be switching fully to Obsidian?
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on December 25, 2015, 08:48:19 am
Nice :)  Since Phoebus is officially on hiatus now, will you be switching fully to Obsidian?

It is too early to tell, both Phoebus and Obsidian got no release for 0.42 so I'll pick the one that is best maintained.

I'll may use a 24x sprite too with a new sheet if one get released, there is some good work in progress now.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: KillzEmAllGod on December 28, 2015, 08:10:39 pm
Do even of the downloads just work with ascii?
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on December 29, 2015, 03:57:05 am
Do even of the downloads just work with ascii?

Yes, they do. Dropping the standalone patch on your df install should be the easiest way to go, otherwise simply disable graphics in your init files.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Kuschelflummi on December 29, 2015, 05:50:33 am
So.. the hot demons burn books.. what about scrolls?
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on December 29, 2015, 06:34:51 am
So.. the hot demons burn books.. what about scrolls?

Parchment scrolls would be fine. They like leather so they'd take precautions. I'll soon add alternatives like slabs, tied slips or oracle bones.

By the way, I had a succubus bitten by a were monitor, her blood lit the offender on fire along with the entire forest.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Kuschelflummi on December 29, 2015, 07:14:01 am
Gnihihi... oh I have to play more Sukkubus fortress! Maybe even write a little story... we will see.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Myaso on December 31, 2015, 07:54:35 am
Tell me please, how I can buildung "Den of iniquity", "Summoning portal", etc. Ingame there is line "=== SUCCUBUS RITUALS ===" and nothing over.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on December 31, 2015, 08:20:00 am
Tell me please, how I can buildung "Den of iniquity", "Summoning portal", etc. Ingame there is line "=== SUCCUBUS RITUALS ===" and nothing over.

Oops, I should have removed this line. These buildings are not working for now until dfhack is released for the latest version of DF.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Treason on January 10, 2016, 10:04:11 pm
7 succubi lost in my current dungeon due to some obscene obsession with wool for moods.

I have not trading partners (goblins aren't in the area) and neither my outpost nor my parent civ has access to wool bearing animals.

Other than this, I love the mod.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on January 11, 2016, 03:35:05 am
7 succubi lost in my current dungeon due to some obscene obsession with wool for moods.

I have not trading partners (goblins aren't in the area) and neither my outpost nor my parent civ has access to wool bearing animals.

Other than this, I love the mod.

I'll keep this in mind to make sumonable creatures with silk and fur once dfhack is out of alpha.

You seems to be going okay anyway, I got a weresheep infection that I cannot contain because my inn of ill repute is so successful it is crowded with humans. I spotted an elf slave too, I did not knew it was a thing.

I also got 2 sieges (undead then human) that arrived and left right away. In the undead one, the necromancers still went for it (and died). I cannot tell why this happens, perhaps it is related to pathing or the fact that I have more humans than succubi there.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Treason on January 11, 2016, 11:32:19 pm
7 succubi lost in my current dungeon due to some obscene obsession with wool for moods.

I have not trading partners (goblins aren't in the area) and neither my outpost nor my parent civ has access to wool bearing animals.

Other than this, I love the mod.

I'll keep this in mind to make sumonable creatures with silk and fur once dfhack is out of alpha.

You seems to be going okay anyway, I got a weresheep infection that I cannot contain because my inn of ill repute is so successful it is crowded with humans. I spotted an elf slave too, I did not knew it was a thing.

I also got 2 sieges (undead then human) that arrived and left right away. In the undead one, the necromancers still went for it (and died). I cannot tell why this happens, perhaps it is related to pathing or the fact that I have more humans than succubi there.

That dungeon bit the dust when a forgotten beast showed up and wrecked the place.  Oddly enough, it was made of water, of all things, and apparently indestructible.

Now, I settled on a patch of land that has all Joyous Wilds except a section of Terrifying and, of course, it spawns Undead like nobody's business.  So far, I've managed to keep below ground (aquifer, eh.  Guess I'm living in the layers of sand and clay above it) and I only have to worry about the thrice-damned undead falcons.  None have been cage caught, yet.

That said, my suicidal succubi insist on showing up with migrant waves of fisher-fools who make a beeline for the single pool above ground..and now one of them has managed to successfully play tag with a falcon corpse and survive.

During the game, though..she got wounded and started to bleed.  And, considering the heated nature of the succubi, it lit the surrounding grass on fire..and the falcon.

I now have a flaming, undead falcon flying around my map, setting everything on fire.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Di on January 18, 2016, 06:34:27 am
It appears that dwarves don't have attack triggers.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on January 18, 2016, 08:25:18 am
It appears that dwarves don't have attack triggers.

Yep, I added them for the next update.

Trigger for humans, elves and kobolds have been lowered too to remove the safety of smaller forts. Attacks should not occur on the first year like previously but building a basic defense will be important early on.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: 123nick on January 22, 2016, 08:28:13 am
is this compatible with grimlockes weapons and armor?
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on January 22, 2016, 04:38:52 pm
is this compatible with grimlockes weapons and armor?

Yes, but you will need to open the entity_slaver_succubus.txt file and add new ITEM_WEAPON or ITEM_ARMOR lines to be able to produce them with the succubi
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: 123nick on January 22, 2016, 04:56:41 pm
is this compatible with grimlockes weapons and armor?

Yes, but you will need to open the entity_slaver_succubus.txt file and add new ITEM_WEAPON or ITEM_ARMOR lines to be able to produce them with the succubi

ok.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Kuschelflummi on February 09, 2016, 05:02:37 am
Just meaning to ask, if a updated version is in the pipe?
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on February 09, 2016, 06:04:54 am
Just meaning to ask, if a updated version is in the pipe?

Yes, I updated the build with a 24px tileset and twbt and I am debugging the scripts with the dfhack alpha to get summoning back.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Kuschelflummi on February 09, 2016, 08:14:26 am
Yes, I updated the build with a 24px tileset and twbt and I am debugging the scripts with the dfhack alpha to get summoning back.
Happy to hear that :3
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on February 13, 2016, 04:14:22 pm
Status report: I enabled the dfhack workshops and most of those are working. The magma well, teleport portails are working, and you can still brew magma.

Summoning requires an update and corruption might be horribly broken, so those are next.
Title: Re: [CIV][42.03] Succubus Dungeon 13.0 - She was !!ANGRY!! after having an argument.
Post by: Boltgun on March 04, 2016, 04:07:16 pm
Update 14.0

So I have been playing with the premade build. Starting from PeridexisErrant's cutting edge pack (http://dffd.bay12games.com/file.php?id=11309) I added a 24px version of the Phoebus tileset, also with higher res sprite, all done in waifu2x. Thanks to twbt, you get a clean and small text areas, along with a closer look on the field, and you can zoom out if you want to. It really looks good, and you can still move it back into curses if you wish a classic experience.

As a bonus, I added Smoip's (https://soundcloud.com/smoip) rendition of the music. I have been dying to do this from a long time as the chiptune remake of the ingame music fits the theme well with it's energy and complex instruments.

I'd like to include a 24px obsidian too, but the workshop look weird as they keep displaying Phoebus tiles, I need to fine a way to update the ground in either way.

Anyway, dfhack alpha is also included. A it will remind you ingame, it is unstable so by default seasonal saves with backup are active, along with initial save. I did not experience corruption myself but you are never too safe.

With dfhack, everything else came back. Summoning is working again, same with teleportation, magma spawning and brewing. Corruption seems to work too, but I cannot guarantee what will happen if you corrupt bards of mercenaries, the game will probably collapse on itself.

Anyway as it is, it is back to its 0.40 state, but with all the new features of DF. Yay!

Edit: I'll update to df 42.06 asap.

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)

Title: Re: [CIV][42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on March 07, 2016, 04:19:42 am
Update 14.1

The windows build is updated to 0.42.06. I did get a crash or two, but no save corruption. As a cautionary measure, I activated initial save, seasonal save and backups.

For this reason the game will look terrible when you first embark, but do not worry. The game is simply writing the initial save. TWBT will sort the graphics as soon as it's done.

Otherwise, it fixes the export values bug and this is a big deal.

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Rekov on April 10, 2016, 04:43:51 pm
I don't know if this matters, but the DFFD description still says that it's built for 0.42.03 starter pack. Or using it? I don't know. Whatever.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 11, 2016, 02:32:08 am
I don't know if this matters, but the DFFD description still says that it's built for 0.42.03 starter pack. Or using it? I don't know. Whatever.

It meant that I used it to assemble the windows build, otherwise it has no effect besides giving credits where it's due.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Rekov on April 11, 2016, 12:32:57 pm
Are fire imps supposed to only cost 1 at embark?
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 11, 2016, 10:21:00 pm
Unless I am missing something, the succubus are unable to press paper from slurry at the screw press, which kind of curtails their aspirations of having a library full of sappy romance novels.

Perhaps I am wrong, somehow my total writing material count is rising. I don't suppose they automatically screwpress slurry into paper and I am just not watching close enough?

Nope, I am sure now. Succubus have no idea how to make paper, only parchment. All writing in a succubus fort for shall be made on the skin of dead animals.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 12, 2016, 02:08:09 am
Are fire imps supposed to only cost 1 at embark?

Yes and no, it's a bug from vanilla but I'll include a cost at the next update.

Nope, I am sure now. Succubus have no idea how to make paper, only parchment. All writing in a succubus fort for shall be made on the skin of dead animals.

That's the spirit.  :P
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: tranquilham on April 12, 2016, 05:02:33 pm
A small question: Can Succubi colonize Evil biomes in fortress mode without consequence?

Thanks in advance!
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Rekov on April 12, 2016, 06:08:01 pm
A small question: Can Succubi colonize Evil biomes in fortress mode without consequence?

Thanks in advance!
At one point there was a plant to have their animals need evil grass for grazing, but I don't think this is implemented.

The undead will still attack you, and evil clouds will still clobber your day over its unsuspecting head. I don't recall if the foul rains affect them.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 13, 2016, 02:41:02 am
A small question: Can Succubi colonize Evil biomes in fortress mode without consequence?

Thanks in advance!
At one point there was a plant to have their animals need evil grass for grazing, but I don't think this is implemented.

The undead will still attack you, and evil clouds will still clobber your day over its unsuspecting head. I don't recall if the foul rains affect them.

So far there is plants that boost the succubi when brewed in evil biomes, but the clouds and undead effect generated upon world creation will always be bad for you.

So for now it's marginally better but I need to go and create more helpful clouds for you.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: tranquilham on April 13, 2016, 12:17:43 pm
A small question: Can Succubi colonize Evil biomes in fortress mode without consequence?

Thanks in advance!
At one point there was a plant to have their animals need evil grass for grazing, but I don't think this is implemented.

The undead will still attack you, and evil clouds will still clobber your day over its unsuspecting head. I don't recall if the foul rains affect them.

Another thing: What is that tile set in the picture in the first post?

So far there is plants that boost the succubi when brewed in evil biomes, but the clouds and undead effect generated upon world creation will always be bad for you.

So for now it's marginally better but I need to go and create more helpful clouds for you.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 13, 2016, 02:03:27 pm

Another thing: What is that tile set in the picture in the first post?

That's Obsidian: http://www.bay12forums.com/smf/index.php?topic=126934.0
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Kuschelflummi on April 14, 2016, 03:33:39 am
How about some sort of biome corruption. Make this nice elven forest a place of lustful evil *snickers* :3
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 14, 2016, 10:42:40 am
How about some sort of biome corruption. Make this nice elven forest a place of lustful evil *snickers* :3

That's the plan, I'd like the succubi to turn a mundane biome slowly into an evil one the more people you have and the more magic you do inside. Over time you'll have wormy tendril coming up from the ground and the forest would be a nice shade of purple on the world map.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Jokaste on April 14, 2016, 04:16:11 pm
Would you mind terribly if I used your Lua scripts for my own mod, specifically the ones for summoning a creature? I would greatly appreciate it! :) (And of course, I will credit you!)

Edit: Actually, scratch that for now, I've realized how much there is to making a creature from a reaction haha. I've got a lot of learning ahead of me.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Kuschelflummi on April 15, 2016, 01:42:03 am
That's the plan, I'd like the succubi to turn a mundane biome slowly into an evil one the more people you have and the more magic you do inside. Over time you'll have wormy tendril coming up from the ground and the forest would be a nice shade of purple on the world map.

Uh, looking foward to it! Can't wait to see the succubi tend to their tentacle gardens ;)
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 15, 2016, 02:32:20 am
Would you mind terribly if I used your Lua scripts for my own mod, specifically the ones for summoning a creature? I would greatly appreciate it! :) (And of course, I will credit you!)

Edit: Actually, scratch that for now, I've realized how much there is to making a creature from a reaction haha. I've got a lot of learning ahead of me.

Any script used in the mod are free to use.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 17, 2016, 08:46:33 pm
Okay, ran into a strange little FPS bug. I took the 14.1 standalone patch and dropped it into the 0.42.06-r02 PeridexisErrant's starter pack.

FPS falls to about 70 when I am looking at surface, then rises back to 80 and locks there. If my screen is pointed at blank underground space, it snaps back to 100 fps. When i look at heavily mined out floors, FPS suffers a few points but does eventually recover, only dropping to 90 or so before heading back to 100.

Anyone else getting this?

Edit: On another FPS issue, all the imps, decay brutes and frog demons are showing up as not-quite-citizens. I can't assign them labors or military tasks, but I also can't butcher them like I can pets. I can assign them to pastures, cages and chains though. This means they tend to breed out of control unless I round them up and have a big drowning party. The frog demons in paticular, since they seem to have clutches of multiple babies at once.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 18, 2016, 02:11:25 am
Not-quite-citizen happens to intelligent pets, I don't recall added sentience to them but DF may have changed this rule recently. I'll double check.

Perhaps the fps issue is caused by differences in sprite sizes (they are 24x24 while the starter pack uses 16x16). I'll produce smaller sprites for the standalone patch so you can see if this improves this.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 18, 2016, 08:41:18 pm
I tried different print modes as well, and none of them seemed to matter. The issue has grown progressively worse. When I look blank, unexplored and undug ground, my FPS stays at 95+. Even looking at a few dozen tiles dug out, empty of everything, causes FPS to plummet to 60. Looking at anything more interesting than a walled off hallway drops it to 40. I suspect it isn't the sprites, since I don't need a succubus or pet on screen to cause the FPS drop.

Its probably a bad interaction somewhere in the DFhack graphics modifier, although that is a pretty out-there conjecture.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Kuschelflummi on April 19, 2016, 12:59:12 am
Oh, btw... there seems to be a keybinding Problem with the version. Lots of key weren't set.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Teneb on April 19, 2016, 10:22:10 am
Not-quite-citizen happens to intelligent pets, I don't recall added sentience to them but DF may have changed this rule recently. I'll double check.
It's from 0.42.x. Intelligent pets are now treated as semi-citizens and can do (some, at least) labours if they got natural skill in them.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Rekov on April 19, 2016, 11:03:32 am
Not-quite-citizen happens to intelligent pets, I don't recall added sentience to them but DF may have changed this rule recently. I'll double check.
It's from 0.42.x. Intelligent pets are now treated as semi-citizens and can do (some, at least) labours if they got natural skill in them.
This sounds cool, but I've yet to experience this. I don't know if it applies to any of the Succubus specific pets. They show up on Therapist with the hauling labors enabled, but I've never actually seen them do anything.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 19, 2016, 05:57:08 pm
Pets that can haul would be awesome, but like you said, I have yet to them actually do anything other than breed.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 20, 2016, 02:52:29 am
Not-quite-citizen happens to intelligent pets, I don't recall added sentience to them but DF may have changed this rule recently. I'll double check.
It's from 0.42.x. Intelligent pets are now treated as semi-citizens and can do (some, at least) labours if they got natural skill in them.

Awesome, I can add pets that helps with specific jobs. They need to be unable to reproduce however.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Projectmayhem on April 20, 2016, 09:41:01 pm
First post in a long time. Don't wanna be douche but your mod isn't working for me. Keeps crashing no matter how many worlds i generate or how many forts i start. Not sure what i'm doing wrong. Just wanna play it. Was sick in masterwork.
 
Edit: Dont wan't to come off as an ass. Probably my mistake. Just not sure what i'm doing wrong.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Putnam on April 20, 2016, 10:26:17 pm
Pets that can haul would be awesome, but like you said, I have yet to them actually do anything other than breed.

They can haul if they have grasping parts.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 21, 2016, 04:45:29 am
First post in a long time. Don't wanna be douche but your mod isn't working for me. Keeps crashing no matter how many worlds i generate or how many forts i start. Not sure what i'm doing wrong. Just wanna play it. Was sick in masterwork.
 
Edit: Dont wan't to come off as an ass. Probably my mistake. Just not sure what i'm doing wrong.

it's alright, what's your version of windows?

It is likely the fault of the tools used. They were in the alpha during last release and I will make a more stable build in a day of two max.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 26, 2016, 02:52:56 am
a day of two max.

Okay maybe I need a few more days. With the release of a stable dfhack, I am testing the scripts to make sure that they work as expected.

Meanwhile stygian bronze is coming back (renamed octobronze) along with a new metal: afelsteel. The former is the same lighter version of bronze for good armors, while the later is a very heavy version of steel. There is still some balancing work to do with them.

You cannot make them at the forges yet, but you can buy bars from the caravans. Metal corruption will require some more features that goes beyond the scope of the next update.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 27, 2016, 07:58:26 pm
Ohhhh, nice to hear. It is always a little sad that all my succubi end up in iron or bronze armor with silver whips, or other strange combos, since otherwise I end up drowning in copper.

Also, asking a little about future plans, any designs on new designated locations, assuming they are modable yet?
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on April 28, 2016, 09:59:44 am
Ohhhh, nice to hear. It is always a little sad that all my succubi end up in iron or bronze armor with silver whips, or other strange combos, since otherwise I end up drowning in copper.

Also, asking a little about future plans, any designs on new designated locations, assuming they are modable yet?

Yes, I do not intend to allow the level of quality dwarves enjoy with steel but corruption should spread to items and metals.

For the future, the first thing I want to do is to finish magic. I can get the succubi to learn to throw fireball or teleport themselves, but a bug does not let them know about their new capabilities and so they never use them.

Once I can get this done, you should have a set of options to upgrade your fighters or civilians with. I should have an altar allowing your civilians to support your troops outside too.

By the way, how stressed are your succubi? Because every time I play they romance each other into ecstasy. This makes sense but I wonder if I made stress too easy to manage in comparison to dwarves.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: cerevox on April 28, 2016, 07:23:22 pm
I haven't had a succubus ever pitch a fit or throw a tantrum, and a few of my forts have been quite bloody. On the flip side, I am getting much the same experience with regular dwarves as well, so it could just be the new stress system allows people to chill out too well.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: vjmdhzgr on April 28, 2016, 08:46:30 pm
I've heard from one person that they've had incredible amounts of trouble handling stress in the new system, but that was some singular random person that is going against literally everybody else that has tried specifically to cause dwarves to go insane and been completely unable to. I think it's just the new system.
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Kuschelflummi on April 29, 2016, 03:30:24 am
By the way, how stressed are your succubi? Because every time I play they romance each other into ecstasy. This makes sense but I wonder if I made stress too easy to manage in comparison to dwarves.
Demons of Lust don't get stressed! They just suffer from love withdrawal :P
Title: Re: [42.06] Succubus Dungeon 14.1 - Now with more chaos.
Post by: Boltgun on May 14, 2016, 12:44:54 pm
Update 14.2

If you are getting crashes, this update should solve it. DFhack has been updated to the stable version and two new metals has been introduced.
- Stygium aka Stygian Bronze: Very lightweight bronze
- Afelsteel: Very heavy steel.

You can't make these metal yet, but those are only available through embark and trading. It will ensure that you can buy an anvil even if the succubus did not find iron through bad luck. In a future update, you will be able to transmute bronze and looted steel into those new metals.

Also I made dwarves unplayable out of the box, so you no longer have to fiddle with the embark screen to verify what race you selected.

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Title: Re: [42.06] Succubus Dungeon 14.3 - Now with more chaos.
Post by: Boltgun on June 12, 2016, 10:49:10 am
Update 14.3

This update features a few import from masterwork, allowing to make weapons and armor out of glass or gems. You can also make carpets or start fires, or make tablets and slips for your librairies.

Frog demons are now fully intelligent. They can join the military if they are led by a succubus, dig, chop down trees and maybe perform other labors. Out of a freak accident, one even because the leader of the fort. While they learn military skill at a normal rate, they'll rarely go beyond novice in any other skills so they cannot fully replace your succubi.

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.wimbli.com/file.php?id=8000)
Standalone patch (http://dffd.wimbli.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Thuellai on July 21, 2016, 10:58:21 am
Is this version compatible with 43.05?  Thinking of trying it out as an addition to my non-Masterwork install.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Boltgun on July 21, 2016, 11:10:16 am
Is this version compatible with 43.05?  Thinking of trying it out as an addition to my non-Masterwork install.

It should be for 43.03. In 43.05 the basic stuff will work but not spawning magma or summoning monsters.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Zanara on August 27, 2016, 03:35:40 pm
Having a bit of an odd problem with this. I can't seem to make a wood burning furnace... which means I can't make ash or coke. Which means I can't make soap or fuel furnaces without magma. I read way back that tentacle monsters apparently can be milked for slime that makes soap without lye (which needs ash), but the soap-maker's workshop doesn't have that as an option.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Boltgun on August 29, 2016, 06:05:48 am
Having a bit of an odd problem with this. I can't seem to make a wood burning furnace... which means I can't make ash or coke. Which means I can't make soap or fuel furnaces without magma. I read way back that tentacle monsters apparently can be milked for slime that makes soap without lye (which needs ash), but the soap-maker's workshop doesn't have that as an option.

If you cannot build the wood furnace, you can get free coke by selecting your smelter and finding the 'heat up the forges' job. It should be into the non-magma forge too.

You cannot get free soaps out of tentacle monsters anymore but their slime is a substitute for oil, so with this and some ash you can get your soap without bothering with lye or pressing.

The crematory will let you burn vermin remains for ash, so getting a few nahash will get your soap industry started.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: ReynTheLord on October 24, 2016, 03:29:28 pm
Could you please make a Zip file version for those who don't have 7Z openers for whatever reason, possibly?

(Not for me, mind you, I have a 7z opener. Also, Nice that the full version includes everything we need, but you can get the standalone if you want to)
Title: Re: [CIV] Succubus civ 5.0 - strange bedfellows
Post by: ReynTheLord on October 24, 2016, 04:04:58 pm
Update 5.0 - Enthralling

This update requires a new world gen and will provide the deep succubi with much needed features.

It introduces new purposes for caged prisoners. Both civs have access to a specific building that allow them to turn nearby prisoners to their side.
In order to turn prisoners, you need to build a den of iniquity or a torture chamber and install their cage within line of sight. This behavior is similar to summoning, except using the caged invaders instead of soul wisps.

The deep succubi variant is more powerful as it will also transform them into succubi half breeds! This is critical for them as they do not get migrants after the initial two waves.
* Humans and elf become cambions : They are more enduring and have a better animal training skill.
* Dwarves become devils : They can enter martial trances and have good mechanics skill, but the are shorter.
* Goblins become hellions : They are more enduring and do not need to eat or drink.
* Kobolds become imps : They are unfortunately small but are great at dodging and using knives.
* Transformed enemies act like fort members and are ready to perform the usual jobs.
* Be warned that they are likely to complain about duty, and you will need clothing for them. Make sure you do not transform more prisoners that you can handle.

The deep succubi have also access to a new building : The Altar of nightmares. They will use it to affect their cult's environment, and its first job is to provoke random sieges. This can be useful to increase your numbers from the first year. The civilization that will attack you is random, allowing access to good metals with luck.

Other changes :
* A new summon for the deep succubi : Sothoth spawns. They can turn themselves invisible and their slime will turn their enemies crazy. They provide nothing when butchered.
* 2 new plants for evil biomes, block roses (surface) and blood worms (underground). Those plants have no specific purpose yet but can be brewed
* Regular succubi (I will call them royalists from now on) now exclusively use nightmares for pulling and mounting, goblin may also use those if they find them during world gen.
* Added slave, prisoner, whipper and thief sprites.
* Gave the deep succubi a blue background to distinguish them from royalists, this is temporary until they get their own graphics.
* Enhanced descriptions with hair styles, incubi will also grow beards if they want to.
* Cleaned up some raw, removed the duped fire imp as the summoning now use the vanilla creature.

Download (http://dffd.wimbli.com/file.php?id=7492)


Did you just make "Reversed Shin Megami Tensei Fortress?"



Also, For the conversion, I've had hard times caging people. That's meant for invasions, not "Hey, lets take people from around the world into our "Tavern" To be converted!"... Which I did, Honestly

Funny enough, they are changed, I just can't seem to control them. Eh, it's kinda fun.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: gabix on December 11, 2016, 01:28:06 pm
Hi, first post on forum! ...and first of all, GREAT MOD (I'm playing it through Masterworks).

In any case, I'M HERE TO COMPLAIN!!
I embarked with a bunch of Gremlins, found out that they could carry and build stuff so I said: "SLAVES, WEEEEE". Everything went well until I built a tavern. Those freaking fellas are spending all their time socializing, listening to poetry, singing and else. Who do this little buggers think they are, why aren't my succubus whipping them back to work!??!!
Now I have a big den with a hospital full of thirsty succubus injured by mining and stuff of life accidents, and none are working on my well, witch Armok told them to build on the center of the not yet roofed part of the pit, and with frozen water one z below it.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Boltgun on December 12, 2016, 09:29:32 am
Obviously, after the gremlins trashed your tavern, the succubi joined the party and stopped listening to you.

But not all is lost. If you can build a den of iniquity in the middle of the tavern, wait for victims visitors to come in and you can get instant workers.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: PlotVitalNPC on December 15, 2016, 10:07:24 pm
Obviously, after the gremlins trashed your tavern, the succubi joined the party and stopped listening to you.

But not all is lost. If you can build a den of iniquity in the middle of the tavern, wait for victims visitors to come in and you can get instant workers.
...how devious.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: krisslanza on January 08, 2017, 12:13:41 pm
This might be a bit of an odd question, but, uh mind if I use some of your workshop designs? Not taking their functionality or features, just the actual in-game looks and all that.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Boltgun on January 09, 2017, 04:56:11 am
This might be a bit of an odd question, but, uh mind if I use some of your workshop designs? Not taking their functionality or features, just the actual in-game looks and all that.

Sure, go ahead and use them.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: squamous on February 03, 2017, 01:36:34 pm
If I just dropped the creature, civ, and graphics pack files into my game (so as to maximize compatibility with other mods), would that break the mod or just remove a few features? Assuming I won't be playing them in fort mode, just adventure.

Also, is there a way to edit the raws so impure castes appear naturally in worldgen? It'd be a bit lore-breaking, but I wouldn't mind if it was something like making it possible for them to randomly be born.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: Boltgun on February 23, 2017, 03:36:41 am
If I just dropped the creature, civ, and graphics pack files into my game (so as to maximize compatibility with other mods), would that break the mod or just remove a few features? Assuming I won't be playing them in fort mode, just adventure.

Also, is there a way to edit the raws so impure castes appear naturally in worldgen? It'd be a bit lore-breaking, but I wouldn't mind if it was something like making it possible for them to randomly be born.

Late reply, sorry. That should not break the features unless you have added raws from Masterwork DF, in that case check the errorlog.txt file in your DF folder and see if there is "duplicate entry" errors.

To make other pops appear naturally, open creature_civ_succubus.txt and loof for POP_RATIO and set them all to 100.

I ported the changes that happened in masterwork and testing the game for 43.03, in order to bring the mod into yesteryear, stay tuned.
Title: Re: [42.06] Succubus Dungeon 14.2 - Now with more chaos.
Post by: squamous on February 26, 2017, 06:02:25 pm
If I just dropped the creature, civ, and graphics pack files into my game (so as to maximize compatibility with other mods), would that break the mod or just remove a few features? Assuming I won't be playing them in fort mode, just adventure.

Also, is there a way to edit the raws so impure castes appear naturally in worldgen? It'd be a bit lore-breaking, but I wouldn't mind if it was something like making it possible for them to randomly be born.

Late reply, sorry. That should not break the features unless you have added raws from Masterwork DF, in that case check the errorlog.txt file in your DF folder and see if there is "duplicate entry" errors.

To make other pops appear naturally, open creature_civ_succubus.txt and loof for POP_RATIO and set them all to 100.

I ported the changes that happened in masterwork and testing the game for 43.03, in order to bring the mod into yesteryear, stay tuned.

All right cool, thanks for the info. I'll certainly be looking forward to playing as Succubi in future iterations of DF.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on March 12, 2017, 02:00:27 pm
Update 15.0

Finally, this update includes all the work that has been done on Masterwork and an upgrade on the windows build towards DF 43.03. I am working on updating to DF 43.05 now for some 64 bits fun.

Biggest change, besides the upgrade of the job manager includes a new magma well that create magma "aquifers" instead of flooding the fort and two new workshops to outfit your succubi with.

Enjoy!

Spoiler: Changelog (click to show/hide)

Downloads
Windows build, unpack and enjoy (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github mirror (https://github.com/Devduweb/DF-succubus/releases)
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Zanara on March 21, 2017, 08:22:29 pm
Dumb question... there wouldn't happen to be any way dwarf therapist works for this, is there? Other than that, loving the updates!
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on March 22, 2017, 03:11:48 am
Dumb question... there wouldn't happen to be any way dwarf therapist works for this, is there? Other than that, loving the updates!

Therapist should work, just run it and it will handle the "Dwarves" without issues.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Harem-Rose on April 20, 2017, 08:09:33 pm
Hello,

I apologize for double tapping the forums for this, however I thought it would be okay to post on both succubus threads in regards to an issue I am having.
In lieu of flooding this page with a huge post, I will link to the other thread that has my post.

http://www.bay12forums.com/smf/index.php?topic=147509.495

Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: squamous on May 03, 2017, 10:22:49 pm
Hey um, would you mind if I used some of the raws in your mod as a part of my own mod? Body shape descriptors, specifically.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on May 09, 2017, 08:59:12 am
Hey um, would you mind if I used some of the raws in your mod as a part of my own mod? Body shape descriptors, specifically.

Sure, take anything you need for your mod.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: squamous on May 09, 2017, 03:48:18 pm
Hey um, would you mind if I used some of the raws in your mod as a part of my own mod? Body shape descriptors, specifically.

Sure, take anything you need for your mod.

All right, thanks!
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: tase on May 21, 2017, 01:12:36 am
Using Masterwork with the Succubus race, I'm getting an error when using the Magma Well:
Code: [Select]
...f Fortress/data/save/region1/raw/scripts/flow/source.lua:37: attempt to index a nil value (field 'roses')
stack traceback:
        ...f Fortress/data/save/region1/raw/scripts/flow/source.lua:37: in local 'script_code'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:562: in function 'dfhack.run_script_with_env'
        (...tail calls...)
        [C]: in field 'runCommand'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:580: in upvalue '_run_command'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:595: in function 'dfhack.run_command'
        ...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:146: in local 'doAction'
        ...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:186: in function <...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:115>
...f Fortress/data/save/region1/raw/scripts/flow/source.lua:37: attempt to index a nil value (field 'roses')
stack traceback:
        ...f Fortress/data/save/region1/raw/scripts/flow/source.lua:37: in local 'script_code'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:562: in function 'dfhack.run_script_with_env'
        (...tail calls...)
        [C]: in field 'runCommand'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:580: in upvalue '_run_command'
        ...terwork V1.25 (43.05)\Dwarf Fortress\hack\lua\dfhack.lua:595: in function 'dfhack.run_command'
        ...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:146: in local 'doAction'
        ...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:186: in function <...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:115>

In sources.lua:
Line 36   local persistTable = require 'persist-table'
Line 37   liquidTable = persistTable.GlobalTable.roses.LiquidTable

Trigger registration:
modtools/reaction-trigger -reactionName MAGMAWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 -magma ]






Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on May 21, 2017, 02:35:37 am
Using Masterwork with the Succubus race, I'm getting an error when using the Magma Well:

In sources.lua:
Line 36   local persistTable = require 'persist-table'
Line 37   liquidTable = persistTable.GlobalTable.roses.LiquidTable

Trigger registration:
modtools/reaction-trigger -reactionName MAGMAWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 -magma ]

Are you using the patched version that Amostubal is maintaining?

You can find it here http://www.bay12forums.com/smf/index.php?topic=163261.0
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: tase on May 21, 2017, 09:04:07 am
Yes I am using version 1.25.

I was unable to find code equivalent to what is inside "roses-init.lua" in the raws.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on May 21, 2017, 11:54:53 am
There is an init script that should have been included, I will check this out.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: tase on May 21, 2017, 04:30:25 pm
Once you figure out a fix, can you share it here, Magma Wells are kinda pivotal to the Succubus race.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on May 29, 2017, 07:21:34 am
Once you figure out a fix, can you share it here, Magma Wells are kinda pivotal to the Succubus race.

It should be fixed in Masterwork 1.26. Tested it in vanilla and it works.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Amostubal on May 29, 2017, 11:34:10 pm
Slap me my bad... really sorry on that I dropped the ball.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Geneoce on August 30, 2017, 04:51:12 pm
Hey Boltgun, Love the work!

Any chance of getting a use for poison that's been milked? I'm not sure if its feasible or not, but I recall using something a few years back to shoot asp venom arrows at invaders. That was pretty fun, and i'm sure theirs some funky coatings to be concocted by the succubus
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: David26906 on November 29, 2017, 02:27:58 pm
Hey for some reason i cant process plants into sheets at the farmers workshop is this intentional or a bug?
upon googling it a bit i see now that paper can only be made with the skin of tortured animals. I will do this but, now i have lots of papyrus laying about.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on November 30, 2017, 04:42:19 am
Hey for some reason i cant process plants into sheets at the farmers workshop is this intentional or a bug?
upon googling it a bit i see now that paper can only be made with the skin of tortured animals. I will do this but, now i have lots of papyrus laying about.

hey there, I started working on the mod again. I'll put papyrus usage back, it's no good when you have only one source of paper.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: tranquilham on December 02, 2017, 02:44:01 pm
glad to see this mod is being worked on again, but two big issues:
one, when using the default ASCII tileset (curses) everything's sorta wonky. stone and dirt have symbols in them for some reason, so they don't look like (i think) they ought to.
two, i cant seem to find out what labor is behind the magma well's operation. no matter what i enable, the succubi don't seem to want to make magma.
Title: Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on December 03, 2017, 01:35:46 pm
glad to see this mod is being worked on again, but two big issues:
one, when using the default ASCII tileset (curses) everything's sorta wonky. stone and dirt have symbols in them for some reason, so they don't look like (i think) they ought to.
two, i cant seem to find out what labor is behind the magma well's operation. no matter what i enable, the succubi don't seem to want to make magma.

If you wish to use ascii, you will need to put the raws of a fresh installation of df into your succubus copy, the mod should still work afterwards.

The labor for the magma well should be pump operation, under engineering.

Edit: Testing in 43.05, so far so good. Raws are ok for 44.02, now I'm waiting for tools to catch up.
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on December 10, 2017, 02:26:22 pm
Update 15.1

A simple update towards 43.05 before I port the mod to 44.x and beyond. Not much has changed but the excellent maintenance job from Amostubal has been integrated.

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)

Initial testing with 44.02 with the dfhack alpha is yelding good results. If this continues, I should have some goodies ready by the time dfhack is ready for release.
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: tranquilham on December 10, 2017, 02:28:25 pm
as for allying the Succubi with HFS; i got a hot tip to add [UNDERGROUND_DEPTH:5:5] to their raws to make them come out with the clowns. haven't tested it yet so im not sure if it works, but you could see if it works i guess?

EDIT: if you need a beta tester, i could probably try my hand at it. if you need testing im here
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on December 11, 2017, 03:48:55 am
as for allying the Succubi with HFS; i got a hot tip to add [UNDERGROUND_DEPTH:5:5] to their raws to make them come out with the clowns. haven't tested it yet so im not sure if it works, but you could see if it works i guess?

EDIT: if you need a beta tester, i could probably try my hand at it. if you need testing im here

I'll give it a try. Underground level 5 make them spawn in hell, now I have to test if the fort mode AI still consider them as foes.

I can always use beta testing, namely corruption and summoning. I am always looking for saves with caged siegers or thieves to test corruption on because those are hard to get.
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: tranquilham on December 11, 2017, 09:38:49 am
couldn't you just force a siege with dfhack and then cage those guys? all you'd have to do is embark next to gobbos or whoever you're trying to corrupt, i think.
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on December 11, 2017, 09:52:45 am
couldn't you just force a siege with dfhack and then cage those guys? all you'd have to do is embark next to gobbos or whoever you're trying to corrupt, i think.

Not anymore, the game got a lot more complex with war and sieges. An attack requires a whole sequence of events in the background for this to happen. But there is a new script that I need to try that apparently align the variables required to generate conflict.
Title: Re: [43.05] Succubus Dungeon 15.0 - Whips of fire
Post by: Boltgun on December 14, 2017, 04:55:47 pm
Did some more work to get the mod into 0.44.

I can confirm that the new animal tokens are working as intended. While this does nothing that the dfhack script does not already, it means less commands that run when the game launch and that's always mean less crashes. I still use dfhack to insert the hfs pets into the mix.

I also removed a bunch of stuff in the name of clarity. So the gemforge, graveforge and gem furniture stuff are gone. I never felt that they really contributed to the game, twisting resources away from their purpose and producing crap items of little value.

I also removed the two special metals as it felt confusing to have them in the caravans and no way to produce some themselves. They'll come back with a new the soul forge.
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: Boltgun on January 02, 2018, 04:10:01 am
44.03 story time.

I sent my lady of pain and her party to a ruined forest retreat, looking for rumored books. Instead of the books, they found an elf mercenary trapped there. The succubi brought him back home and applied for sanctuary, going as far as translating his name in the demonic language. He also claims to be a slave to my home civ.

Unfortunately, he cannot join my military as a refugee. I am tempted to build a den of iniquity and corrupt him. After all, he fought a forgotten beast that wiped half my population with his bare hands, with the help of an axe wielding frog demon, and he should be a worthy addition.

The raiding system kick ass. The game crashed next raid and I lost hours of gameplay.

On the other hand, there is still a blocking bugs for interaction magic. Pyromancy work properly in arena mode, but when added to a worker through a reaction, interactions do not work. This dfhack bug was fixed in the past and came back.
Summoning does not work either but we must wait until dfhack is out of beta before starting to fix scripts.
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: Zara on January 03, 2018, 10:01:03 am
When you're working on this, could you check something for me? In the previous version, I embarked with my succubi on a evil biome where it was SNOWING succubi blood. Problem was, that this was a temperate biome with a temperature above 0°C - it turned out to be impossible to find an evil biome where it was RAINING succubi blood. This must have something to do with the way succubi temperature is defined in the raws. My attempt to figure out where exactly the problem is was unsuccessful. If you want, I can open my old game and make some screenshots. 
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: Boltgun on January 03, 2018, 12:27:39 pm
When you're working on this, could you check something for me? In the previous version, I embarked with my succubi on a evil biome where it was SNOWING succubi blood. Problem was, that this was a temperate biome with a temperature above 0°C - it turned out to be impossible to find an evil biome where it was RAINING succubi blood. This must have something to do with the way succubi temperature is defined in the raws. My attempt to figure out where exactly the problem is was unsuccessful. If you want, I can open my old game and make some screenshots.

Hello, because succubi are immune to magma their fluids get all kind of weird. The game set them are one temperature and never move. In fact, you're in luck because in other cases the result would be a constant rain of napalm.

I'll make another try at enforcing one nice temperature but there is no promise that the game will behave.
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: tranquilham on January 11, 2018, 03:47:40 pm
I actually embarked in a Haunted biome, and it was raining liquid succubus blood. Not succubus blood snow, or boiling hot magma napalm. I'm pretty sure it was in the 43.05 64 bit version?
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: Zara on January 24, 2018, 09:04:08 am
I actually embarked in a Haunted biome, and it was raining liquid succubus blood. Not succubus blood snow, or boiling hot magma napalm. I'm pretty sure it was in the 43.05 64 bit version?

What temperature was that biome? Scorching? :D
Title: Re: [43.05] Succubus Dungeon 15.1 - Whips of fire
Post by: Boltgun on January 25, 2018, 03:54:22 am
I actually embarked in a Haunted biome, and it was raining liquid succubus blood. Not succubus blood snow, or boiling hot magma napalm. I'm pretty sure it was in the 43.05 64 bit version?

What temperature was that biome? Scorching? :D

What I am curious is if items get damaged in contact of fallen snow/blood. If the game decided to make it super frozen, it will damage stuff.
Title: Re: [44.05] Succubus Dungeon 16.0 - Altar of sin
Post by: Boltgun on March 03, 2018, 03:03:38 pm
Update 16.0

Finally, an update! This bring the mod to DF 44.05 so you can properly burninate your neighbors. Speaking of burninate, the Altar of Sin is back! It only offer 2 major and 2 minor powers but more will be added soon. Each succubi can only acquire one of each power so you will have to figure out the best combos.

The major powers are:
- Hellfire: throw fireballs everywhere. A pyromaniac can also breath dragonfire if she stand in magma.
- Lust: distract enemies, paralyze them or push them into hitting each other. In gameplay terms it's a crowd controlling power.

The minor powers are:
- Group phasing: Teleport yourself and allies towards an enemies, allow movement through windows or fortifications.
- Facemelter: what it says on the tin with added terror and bleeding.

Now for the less fun stuff... A few workshops has been removed because their products are either buggy or did not contribute much. So I removed the gemforge, glassforge, boneforge, bonecarver and gemcutter. Obsidian armor is also gone as well as liquid fire weapons (turns out it was not on fire at all because I forgot to add temperature). The two special metals are gone too because it's weird to have it pop up in trade with no way to produce it at home.

The fire weapons has been replaced by a reaction that cover a weapon of your choice with fire, this is much more effective. As for stygium and afelsteel, those will be back once I get some new resources sorted out.

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [44.05] Succubus Dungeon 16.0 - Altar of sin
Post by: Mediterraneo on March 03, 2018, 07:32:57 pm
Thanks for the work, Boltgun I love this mod!
Title: Re: [44.05] Succubus Dungeon 16.0 - Altar of sin
Post by: Boltgun on March 05, 2018, 03:54:55 am
You're welcome, enjoy!
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Boltgun on April 14, 2018, 02:41:25 pm
Update 16.1

A minor update to bring the mod towards the version 0.44.09. The tiles are a little more explicit in ASCII mode and two new powers were added to the Altar of Sin.

The secrets of depravity (major): a support oriented power that empower allies at the cost of the user's own abilities. The user becomes a debauchee and lose 20% of its attributes permanently in exchange of paralysis, pain, nausea and fever immunity plus the following:

At the same time, I converted the readme into html, that should be more convenient to use now.

Abyssal Gravity (minor): Slam the target to the ground, causing wounds, stuns and sometimes death.

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Jed De Lagged on April 22, 2018, 07:34:25 am
Hey Boltgun, thanks for making this mod!

I like to play with Meph 32x tileset, but your How To readme was blank in 16.0! I think I figured it out for 16.0, but for 16.1, it broke magma wells. I've noticed the readme is gone in 16.1...

Are you able let me know how to play with Meph 32x tileset?
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Garfink on April 22, 2018, 09:14:00 am
I am smelling a new masterwork DF version coming soon with all these race updates... <drools>
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Boltgun on April 22, 2018, 09:26:34 am
Hey Boltgun, thanks for making this mod!

I like to play with Meph 32x tileset, but your How To readme was blank in 16.0! I think I figured it out for 16.0, but for 16.1, it broke magma wells. I've noticed the readme is gone in 16.1...

Are you able let me know how to play with Meph 32x tileset?

There should be a readme in html format now. How did the magma wells broke? It generated no magma or something weird happened?

The best way to play it with meph tileset:

I am smelling a new masterwork DF version coming soon with all these race updates... <drools>

It depends on Meph. His tileset bundles with a few mods so it's almost masterwork.
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: rex mortis on June 09, 2018, 06:13:56 am
My LNP came with 44.10. Should I expect everything to melt down horribly if I dropped the latest succubus mod on it?

edit: Nevermind, I just picked the pre-installed 44.09 version.
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Boltgun on June 10, 2018, 06:06:10 am
Nothing should break except the summoning circle.

If you make sure that there is no script named "create-unit.lua" in the mod before dropping it everything should work fine.
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Jed De Lagged on June 12, 2018, 09:04:51 am
There should be a readme in html format now. How did the magma wells broke? It generated no magma or something weird happened?

The best way to play it with meph tileset:
  • Get the patch version (http://dffd.bay12games.com/file.php?id=7492)
  • Unzip it and remove the data folder.
  • Move the other folders into the MDF's Dwarf Fortress folder, the one with Dwarf Fortress.exe. Say yes if it ask to overwrite files.
  • (if you want new graphics) In the extra/Graphic Sets folder, check the mdf subfolder. Move its content into the raw/graphics folder, overwrite the text file.


I've been waiting a while to see if Meph would release a 44.10 tileset for me to drop into your mod, but no luck. You mentioned MDF - Masterwork? That's a few patches behind, I want to get my raiding on as well as patches will allow.

Unless I misunderstood and following the above will give me DF 44.10 + Succubus Mod + Meph Tileset? If so, which MDF should I use, the latest?
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Boltgun on June 12, 2018, 11:03:11 am
I typed MDF by mistake, but once Meph has updated the tileset you will get 44.10 + Succubus + Meph Tileset.
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Meph on July 07, 2018, 03:32:01 am
Sorry, I'm on tour.  Not sure when I can do an update. Next time near my laptop is in almost 2 months from now...
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: chaosfiend on July 14, 2018, 12:08:54 am
Hey, question Bolt. Finally got this mod running properly (After not really playing the game much a few months), but I wanted to know. Is there anywhere one can see the statistics and such of some of the demons that are created for your world that are part of your civ?
Title: Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
Post by: Meph on July 14, 2018, 06:08:21 am
Just wanted to let you know that 44.12 is up and running. :)
Title: Re: [44.09] Succubus Dungeon 16.2 - Altar of sin
Post by: Boltgun on August 18, 2018, 12:06:47 pm
Update 16.2

A small update to bring the mod to the latest version of Dwarf Fortress. Everything should work properly but if you have issues, don't hesitate to send me a save.

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Title: Re: [44.12] Succubus Dungeon 16.2 - Altar of sin
Post by: King Louis XIV on September 08, 2018, 11:43:13 pm
Hey Boltgun - I'm using the latest version of the mod and I'm having trouble spawning anything in from the Summoning Circle. Not sure what's going on, I tried troubleshooting and messing with the summoning.lua and create-units.lua scripts, but I don't know enough about LUA or how the scripts work to get anywhere meaningful.

I've included a save here at DFFD for reference, and the error text is in the description of the file: http://dffd.bay12games.com/file.php?id=14012
Let me know if I can provide anything else to help out.

Been a big fan of this mod for years. Keep up the great work!
Title: Re: [44.12] Succubus Dungeon 16.2 - Altar of sin
Post by: Boltgun on September 09, 2018, 02:36:14 pm
Thank you. It seem that there is an error in the unit creating script from dfhack, I'm checking that and will release a fix asap.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on September 15, 2018, 05:56:56 am
Update 16.3

This is not a very fun update because I removed a lot of old content to make way to better stuff.

Here I have removed all the old decorations, their scripts and their TWBT override. The good news however is that the mod is now fully compatible with the Meph tileset. Simply go to the Github page linked below and grab the df-succubus-meph package and unzip it into the DF folder. It will use decorations and goodies from the tileset out of the box.

A few workshops from the tilesets has been added back into the vanilla version. The bone shaper and ice cutter shops are available to make more varied stuff out of remains or glaciers. They look a bit weird right now but their graphic override will be ported as well in a future release.

The underworld drill also received a bunch of masonry jobs allowing your succubi to enjoy slade beds and there is also a fix for the summoning portal not working, it should now pop monsters as intended. As always I'm always looking for saves with invasions in progress, this will help me ensure that there is no weirdness with the corruption system.

Thank you for enjoying this mod!

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: terubby on October 01, 2018, 10:05:41 pm
Great work on this mod really loving it im having some trouble getting them to make axes although that could just be a me problem
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on October 05, 2018, 03:33:26 am
Great work on this mod really loving it im having some trouble getting them to make axes although that could just be a me problem

Thank you, what is exactly the issue ? You should be able to make battle axes and two handed ones at a forge as usual.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: vjmdhzgr on October 11, 2018, 05:42:57 pm
I played this mod a few months ago and there was the game would freeze for like, 1 second every 5 seconds. Not in a typical low FPS way. If I paused and let the FPS get higher then it would happen anyway. It was really annoying, and I stopped playing because of it. I've started playing again like three days ago, after having forgotten that, and the problem is happening again. Is one of the DFHack scripts doing this? It's annoying. It's also currently not as bad as I remember it being, but it'd still be a significant improvement if it was fixed.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: thefriendlyhacker on October 11, 2018, 10:18:10 pm
EDIT:Derp, ignore this, wrong thread.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on October 12, 2018, 11:46:29 am
I played this mod a few months ago and there was the game would freeze for like, 1 second every 5 seconds. Not in a typical low FPS way. If I paused and let the FPS get higher then it would happen anyway. It was really annoying, and I stopped playing because of it. I've started playing again like three days ago, after having forgotten that, and the problem is happening again. Is one of the DFHack scripts doing this? It's annoying. It's also currently not as bad as I remember it being, but it'd still be a significant improvement if it was fixed.

I had the same issue quite on my computer and you proved that I am not crazy because I could not find anyone else who had this happen. I was  believing my cpu was the cause. Out of curiosity, does the game also freeze 30s or more on startup?

This seems to be related to the world size as a small world does not seem to cause this. I'm sure it's not related to corruption or summoning so my suspects are the magma well or a initialization script. I'll try to get new fort to reproduce this issue, otherwise I might need your faulty save if ou still have it.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on November 01, 2018, 08:17:45 am
While I could not pinpoint the causes of the slowdown, I still went and cleaned some dfhack scripts. In particular I commented the Roses scripts that run periodically, since the mod only use the flow plugin. The wild guess is that sites sometimes have crowded caverns and checking for creatures once an ingame day is typically was cause this performance issue.

Also the game stopped freezing at startup when I removed the hotkeys from the dfhack scripts. Go figure. Either way, expect an update soon once I got some more content down.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: chaosfiend on November 07, 2018, 12:32:48 am
Hey Bolt, I'm getting this error each time I try and Get my game running, I'm getting this Error in DFhack when I try and get the Legends Folder exported. Any idea what it is? Been doing some addition of Other mods, but I made sure Succubus was the last mod installed.

(https://i.imgur.com/0L0FcML.png)
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on November 08, 2018, 03:39:34 am
There is a possibility that a mod is adding more DEMON_something creature and that causes issues. I'll fix this asap.

On another news, I tried adding naughty descriptors like in the old days but I realized that it appear on children too. It's like babies coming into the world with beards, except it's not beards... back to the drawing board.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: chaosfiend on November 08, 2018, 04:15:34 am
There is a possibility that a mod is adding more DEMON_something creature and that causes issues. I'll fix this asap.

On another news, I tried adding naughty descriptors like in the old days but I realized that it appear on children too. It's like babies coming into the world with beards, except it's not beards... back to the drawing board.

Thanks Boltgun Also deary me that would be something a bit awful huh? I was actually thinking whilst looking over some of the mods that I had, and was wondering if you would perhaps be interested in some stuff like doing what Wastedlabors (http://www.bay12forums.com/smf/index.php?topic=143949.0) did, and add some specific decoration/engravings that Succubi can do? his list already has some related to 'Demons', and I know the mod was added to Meph's Masterwork, but Doing a skim, there is nothing regarding Succubi. And if you wanted, its not hard for you to get some lewd risque engravings in.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on November 08, 2018, 05:06:12 am
Thanks Boltgun Also deary me that would be something a bit awful huh? I was actually thinking whilst looking over some of the mods that I had, and was wondering if you would perhaps be interested in some stuff like doing what Wastedlabors (http://www.bay12forums.com/smf/index.php?topic=143949.0) did, and add some specific decoration/engravings that Succubi can do? his list already has some related to 'Demons', and I know the mod was added to Meph's Masterwork, but Doing a skim, there is nothing regarding Succubi. And if you wanted, its not hard for you to get some lewd risque engravings in.

Yes that's the focus: adding more shapes and decoration for the succubi to put on their erotic creations, starting with their own bodies.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: goldenvixen on December 19, 2018, 04:23:38 pm
Hey boltgun, I keep getting this error whenever I corrupt others into joining my civ. It's not the create-unit.lua since I don't have that.

Code: [Select]
origRace: DWARF, targetRace: SUCCUBUS
selected caste: FIEND_FEMALE
Makeown: claimed ownership for 0 worn items
./hack/lua/makeown.lua:94: Cannot write field history_event_change_hf_statest.substate: not found.
stack traceback:
[C]: in metamethod '__newindex'
./hack/lua/makeown.lua:94: in upvalue 'change_state'
./hack/lua/makeown.lua:213: in function 'makeown.make_citizen'
.../DwarfFortress/df_linux/raw/scripts/succubus/corrupt.lua:266: in global 'corrupt'
.../DwarfFortress/df_linux/raw/scripts/succubus/corrupt.lua:111: in local 'findLos'
.../DwarfFortress/df_linux/raw/scripts/succubus/corrupt.lua:351: in local 'script_code'
./hack/lua/dfhack.lua:680: in function 'dfhack.run_script_with_env'
(...tail calls...)
[C]: in field 'runCommand'
./hack/lua/dfhack.lua:753: in upvalue '_run_command'
./hack/lua/dfhack.lua:768: in function 'dfhack.run_command'
...ress/df_linux/hack/scripts/modtools/reaction-trigger.lua:154: in local 'doAction'
...ress/df_linux/hack/scripts/modtools/reaction-trigger.lua:200: in function <...ress/df_linux/hack/scripts/modtools/reaction-trigger.lua:123>

Any idea what's causing this and if it's on my end? It doesn't seem to make my game unplayable or anything, just crashes the game if I try to look at their thoughts and preferences and the transformation seems to work. But thankfully, I can still look at them by using dwarf therapist.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on December 21, 2018, 03:06:46 pm
Hello, can you send me the save ? There seems to be something broken in the conversion process.

Thanks
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Kayo on December 27, 2018, 10:46:43 am
I'm having trouble with the Magma Well and for the life of me I can't figure it out. How do I get it to spawn the Magma?
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: goldenvixen on December 29, 2018, 12:18:38 am
Here's the link to the save:

https://www.dropbox.com/s/634rwtdfl31soyc/region1.rar?dl=0

The save may run a bit slow since I have the Dark Ages III mod in it as well.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Levity on December 31, 2018, 07:12:44 am
It would be fantastic if Toady gave us the power to create our own body variations. Then we could really expand on creature variants, and body shifts over time.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: vjmdhzgr on December 31, 2018, 09:34:45 pm
It would be fantastic if Toady gave us the power to create our own body variations. Then we could really expand on creature variants, and body shifts over time.
What do you mean body variations? Like animal people? You know we already can make our own versions of that right?
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Levity on January 01, 2019, 01:18:50 pm
No. I mean body and tissue appearance modifiers. As it stands they are hardcoded and we cannot devise our own, thus limiting how much variance we can have in our creatures.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on January 02, 2019, 04:18:24 am
Back from vacation !

Here's the link to the save:

https://www.dropbox.com/s/634rwtdfl31soyc/region1.rar?dl=0

The save may run a bit slow since I have the Dark Ages III mod in it as well.


Thank you, I'll have a look asap.

It would be fantastic if Toady gave us the power to create our own body variations. Then we could really expand on creature variants, and body shifts over time.

Yes that one of my number one wishes. Another one would be to control at what age they can appear. Because I literally spend a couple of hours on boobs and butts only to realize that they'll appear on kids and we do not want that.

One hack form an old version was to define colors but they appeared on werecreatures where it did not make sense.

I'm having trouble with the Magma Well and for the life of me I can't figure it out. How do I get it to spawn the Magma?

Channel a hole from one side and use the spawn magma job. You also need the pump operator labor enabled on a couple of your citizens.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: TheMusingMoose on April 27, 2019, 05:11:48 pm
So does the version bundled with the latest MDF release still have the broken summoning circle? If so, is there anyway to update the succubus section of MDF without breaking everything?
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: cesarjunior233 on April 28, 2019, 09:01:51 am
How to start with this mod ? I tried to use the normal dwarf starter strategy and I ended with my succs dying due thirst
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Boltgun on May 02, 2019, 10:46:28 am
How to start with this mod ? I tried to use the normal dwarf starter strategy and I ended with my succs dying due thirst

You should be able to survive with plain water or alcohol. I think you might be able to get through with a normal strategy except without steel making. In doubt, you'll have what you need if you use "Play now".

So does the version bundled with the latest MDF release still have the broken summoning circle? If so, is there anyway to update the succubus section of MDF without breaking everything?

The MDF version is probably outdated but the latest version has its own issues as well. If you feel adventurous, you can get the standalone version and check the raw/scripts folder and drop its content into MDF's raw/script folder.

Unfortunately I am too Busy With Life (tm) to focus on this, but I'd like to take out summoning and corruption, or at least revert it back to what is was when I first started, because it did not break every df update back then.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: Boltgun on May 19, 2019, 09:07:53 am
Bugfixes !

Update 16.4

Not a lot of exciting stuff going on there, except everything made to work with the latest dfhack and that pesky performance issue being fixed.

Corruption and summoning should work okay but if you have trouble, send me your save as usual and I'll fix that asap.

Spoiler: changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: JasperTheUpset on May 29, 2019, 06:41:14 pm
Need help, bug preventing me from unlocking industry.

3 seperate worlds, 3 seperate fresh installs, all different saves.
and yet when I put my magma smelter, forge, glass, underworld drill, anything I could think of over magma to, as the guide states "unlock most of your industry"

im stuck, it doesnt unlock even though I have everything properly done. I dont have the well of soul, or most of the rituals, or most of anything advanced for succubi fortresses that make them, well, special.

most of the furnaces and workshops this mod offers just aren't available to me, following the Masterwork DF guide for succubus, I dont see most/any of these.

https://www.dropbox.com/s/5irt462t3briohz/region2-00137-04-01.zip?dl=0
my save. if there's another, more accurate guide then I would love to see that one. but it seems that succubi are completely halted to a stop and there's no online resources that I found to help me.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: JasperTheUpset on May 29, 2019, 07:09:10 pm
mod settings: https://puu.sh/Dz6hG/b88b8ee39a.png
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: Boltgun on May 30, 2019, 02:12:43 pm
Hey, the wording was bad. There is no tiered unlock in the industry, but rather you need to generate magma to make use of your workshops. So you already did everything right.

I'll change the help file so it's more clear.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: JasperTheUpset on June 01, 2019, 01:10:36 am
So the more magma i generate, the more industry I unlock?

Because I know the furnaces and what-not work just fine with magma, but like I said I dont have access to the well of soul or any rituals or anything like that.
Title: Re: [44.12] Succubus Dungeon 16.3 - Altar of sin
Post by: Eric Blank on June 02, 2019, 01:33:13 am
On another news, I tried adding naughty descriptors like in the old days but I realized that it appear on children too. It's like babies coming into the world with beards, except it's not beards... back to the drawing board.

You could try using the timer triggers associated with graying hair in vanilla humans, maybe? So it doesn't start until after adulthood. At least, it should work for color modifier descriptions.

A syndrome relying on the Milk_counter counter trigger should be able to to apply changes to body parts only after adulthood, since only adult creatures can be milked. It would require each caste of a creature to have some milkable product though? Also weird, but possible. The syndrome could be triggered by a on-greeting interaction that can't target already affected, thus would be run once per individual.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: Boltgun on June 02, 2019, 04:08:40 pm
So the more magma i generate, the more industry I unlock?

Because I know the furnaces and what-not work just fine with magma, but like I said I dont have access to the well of soul or any rituals or anything like that.

The well of souls and some of the rituals are disabled for now so this is the best possible for this edition.
On a side note, the magma well broke in the last version. I'll get a fix asap.

On another news, I tried adding naughty descriptors like in the old days but I realized that it appear on children too. It's like babies coming into the world with beards, except it's not beards... back to the drawing board.

You could try using the timer triggers associated with graying hair in vanilla humans, maybe? So it doesn't start until after adulthood. At least, it should work for color modifier descriptions.

A syndrome relying on the Milk_counter counter trigger should be able to to apply changes to body parts only after adulthood, since only adult creatures can be milked. It would require each caste of a creature to have some milkable product though? Also weird, but possible. The syndrome could be triggered by a on-greeting interaction that can't target already affected, thus would be run once per individual.

The milk counter is interesting. With a script behind this I can edit the descriptors with a bunch of random rolls.

Timer and growth seems to behave strangely, it seems to only apply on descriptors that as already added and does not seem to allow hiding and showing over time. And even when they work, they seem to apply uniformly for everyone. I did not try everything yet however.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: Eric Blank on June 03, 2019, 10:30:26 pm
Oh yeah! That's why vanilla humanoids have tooth length defined; its used by the vampire interaction syndrome upon sucking blood.

You could double-up on the syndrome, repeating the body part modifier effect, with each repetition having a probability of not taking effect. That should randomize, to a degree, which description the size of the part lands on. I don't know if each repetition will be cumulative, like 0+10+10+10=30, or if only the most recent/first applied modifier takes effect like with transformations. If the latter, each effect should have a different strength, and a low probability of occuring. Maybe with one guaranteed to occur, whether first or last, depending on and inverse to if the game takes only the first or last into account. That's the science-y bit you have to work out...

To be fair, I dont recall anyone having tried to do this before.
Title: Re: [44.12] Succubus Dungeon 16.4 - Altar of sin
Post by: Boltgun on June 04, 2019, 02:37:45 pm
I'll try this, descriptors like this are actually difficult to test as you need to find creatures of various ages "in the wild" and the arena does not allow to test much beside the most generic case.

Anyway I fixed the magma well:

Update 16.5
No changelog this time as the magma well is the only thing fixed here. Magma is too important to wait for me to get more work done. You can even keep you fort by squashing the raw folder inside your save with the one in the base df folder.

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)


Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Eric Blank on June 05, 2019, 05:59:32 pm
You can always keep it simple and just ignore the fact youths have the same adult descriptors. I had a two month old child become aroused after witnessing ribald poetry, so it's not like you'd be the only one that can be called out for being lazy/not considering every case :P
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Jed De Lagged on June 10, 2019, 04:36:36 am
Hey Boltgun, thanks for your work on this mod.

I got two technical questions, if you could lend sixty seconds to them that'd be awesome.

1. I always insert the whole of Mephs 32x tileset when I play, and I don't *seem* to be having any problems (DFHack gives no errors), but I want to run past you what I do just in case I'm doing something super wrong and I don't realise.

Unzip your Windows Build
Separately unzip your Standalone Build
Separately unzip Meph's barebones
Overwrite all data\art with Meph's in your Windows Build (and stick in my own font.png)
Overwrite data\init\init.txt with Meph's.
Insert the contents of Meph's data\init\overrides.txt above the one in your Windows Build and Save
Insert the contents of Meph's raw\onLoad.init above the one in your Windows Build and Save
Copy Meph's raw\rendermax.lua to your Windows Build
Copy Meph's raw\graphics to your Windows Build (No overwrites! Easy and safe!)
Overwrite all raw\objects with Meph's in your Windows Build (**This is where I'm concerned about issues**)
Copy your Standalone\Extra\Meph contents to your Windows Build\raw\graphics, overwriting duplicates (as you're supposed to do)

Now, I was hesitant about the raw\objects copy, but when comparing file sizes, Meph's was always larger and I figured that this meant it contained what you had, plus more. Also, it looked like you (intelligently) separated the succubus things into their separate objects, and when I play like this, I don't seem to have any problems with workshops or objects or anything. Also... there's so many items I was just too lazy to append Meph's files to yours...
If you know that doing the above will DEFINITELY cause issues, that's what I'd like to know. I'm going to try playing with copying Meph's raw\objects WITHOUT overwrites, because of the next question...

2. The game keeps crashing at random...

I know! I know, I know, this is something plagued by all DF players (I've given up on Masterwork because of this) and I'm not looking for an answer, what I'm looking for is debug help. When the game just quits, there's no error log or anything, I've got nothing to work with to try and find out WHY it crashed.
If you're able to give me some debug tips, like making it output a verbose error log somewhere (errorlog.txt is never helpful), either from DF or DFHack, or maybe it outputs an error log somewhere I'm not familiar with like %appdata%... right now, when the game just quits and I lose hours it makes me sad...

Have a succubus jpg for your trouble. (https://danbooru.donmai.us/data/__original_drawn_by_halphelt__ee3262e22e15e2335f539cf5c2a6ea0d.jpg)
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on June 13, 2019, 09:27:01 am
Hey Boltgun, thanks for your work on this mod.

I got two technical questions, if you could lend sixty seconds to them that'd be awesome.

1. I always insert the whole of Mephs 32x tileset when I play, and I don't *seem* to be having any problems (DFHack gives no errors), but I want to run past you what I do just in case I'm doing something super wrong and I don't realise.
[...]

Hello, for a quick answer for your first question: If you drop Meph's into the windows build, you probably break a few dfhack scripts. So I made a package for Meph's tileset. Here's a direct link (https://github.com/Bltgn/DF-succubus/releases/download/fooccubus-16.4/df-succubus-meph.zip).

To install it :
* Unzip Meph's full tileset
* Unzip the df-succubus-meph archive
* Drop the df-succubus-meph into Meph's Dwarf Fortress folder, overwrite everything

You might have less crashes. That said, Meph also use some CPU intensive scripts so who know... Dfhack writes into stdout.txt and stderr.txt so you might have clues there as well, but df itself unfortunately do not write out error reports when it crashes afaik.

Thank you for the picture, I'll check it later because I am at work and the management is nice, but not that nice.
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Meph on July 19, 2019, 03:31:36 am
I'm so looking forward to a non-crash-prone graphical version...
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: endlessblaze on July 23, 2019, 04:20:39 pm
Ok this is driving me crazy
I’ve got the magma well built
And I can’t get anyone to use it

I’ve turned on alchemy, furnace operating, and wood burning, and every other vaguely fire and magma related job I can think of

And I still have idlers while the magma well is sitting here unused with a high priority command.

What am I missing?
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on July 24, 2019, 04:02:42 am
Ok this is driving me crazy
I’ve got the magma well built
And I can’t get anyone to use it

I’ve turned on alchemy, furnace operating, and wood burning, and every other vaguely fire and magma related job I can think of

And I still have idlers while the magma well is sitting here unused with a high priority command.

What am I missing?

Did you try pump operating? The related skill should be displayed at the bottom of job descriptions. Otherwise if you set up burrows it might prevent them to reach the well too.
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: endlessblaze on July 25, 2019, 02:48:26 pm
It was pump operation
I forgot that was even a thing since I never use it
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: endlessblaze on August 14, 2019, 01:33:05 pm
Ok i seem to be having a bit of trouble with the Den of iniquity.

This is the third time ive had to use DF hack to kill the game, following running the Corruption interaction.
Why?

Because every time I run it, my whole fort seems to spontaneously turn on each other.

Now full disclosure, I have been fiddling with DFhack and using Makeown on things like trolls and Trogldytes, since I thought that turning them would be something Sucubi would do if they could.

but I dont think that should be causing mass chaos following a corruption reaction down the line.

Edit: I should note it dosent happen all the time, but it seems to happen more often then not.
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on August 19, 2019, 11:38:17 am
Ok i seem to be having a bit of trouble with the Den of iniquity.

This is the third time ive had to use DF hack to kill the game, following running the Corruption interaction.
Why?

Because every time I run it, my whole fort seems to spontaneously turn on each other.

Now full disclosure, I have been fiddling with DFhack and using Makeown on things like trolls and Trogldytes, since I thought that turning them would be something Sucubi would do if they could.

but I dont think that should be causing mass chaos following a corruption reaction down the line.

Edit: I should note it dosent happen all the time, but it seems to happen more often then not.

Makeown is problematic because there is now a lot of things in DF that track sides and allegiances and not all of them has been identified by the DFHack team. The best test would be to isolate those Troglodites somewhere safe, then save. If the newly corrupted then turn on each other, or against your fort, zip the save and send it to me so I can examinate what variable I missed.
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Bokaza on March 07, 2020, 05:18:05 pm
Are you going to update the mod for the new release?
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on April 14, 2020, 08:37:18 am
Are you going to update the mod for the new release?

Sorry for the super late reply. I intend to update it after I get some time off other projects. The biggest roadblock is that the defining features of the mod (summoning and corruption) gets more broken at each release and I need a solid solution.
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on April 28, 2020, 10:58:36 am
Converted the civ to 0.47. So far so good except that the worldgen crash for Dark Fort civs with positions is back so until then I am using mountainhomes.

Also succubi gotta be succubi:
(https://imgur.com/ehCDfTi.png)
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Iä! RIAKTOR! on April 28, 2020, 04:24:17 pm
Whats about adding sweet-smokes?
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on April 29, 2020, 04:49:51 am
Whats about adding sweet-smokes?

As in smoking ? It's not planned yet but drugs can be a thing at least for meals.

Interactions has so many new things! Crashy scripts was the roadblock so far but those can be replaced with native effects that do not even need dfhack.

Edit: So I may still need to have a hacky makeown for corruption.

Also in anticipation of the Steam release I'm updating the 32 pixel tileset taking Meph's work as a base. Here's a preview, new version is at the top and Meph's at the bottom.
(https://i.imgur.com/cq0J50J.png)
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on May 05, 2020, 04:01:04 pm
Update 17.0

The mod is updated to DF 0.47.04. There is a couple of standing issue, most notably that the world gen crash for Dark Fort civs is back and i have to switch the gears into mountainhomes again.

Otherwise, like every time I come back after a hiatus I removed a few items that no one seemed to ever find. Such as the "heat up the forge" action buried in the smelter, or stone slips that were to replace books. The "water drawing" effect have been removed from the glass maker too, so it work like any magma workshop.

Enjoy !

Spoiler: changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: vnneetguy on May 07, 2020, 11:07:19 am
This race is too OP, they can be considered as world ender (as far as i experienced)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on May 07, 2020, 02:51:49 pm
This race is too OP, they can be considered as world ender (as far as i experienced)

In which aspect in particular? Do they conquer everything in world gen? What they used to do until now is fight a lot but never with the needed numbers to hold large parts of the world.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: 16thOverlord on May 12, 2020, 02:15:31 am
Hey, i couldnt get the magma well work, when the work is completed the lava dosnt spawn and produces an error in df hack. ive re downloaded a couple times so i think its because of the 47. update

if you cant reproduce it just let me know.  :)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on May 12, 2020, 03:34:06 am
Hey, i couldnt get the magma well work, when the work is completed the lava dosnt spawn and produces an error in df hack. ive re downloaded a couple times so i think its because of the 47. update

if you cant reproduce it just let me know.  :)

It seems that last versions of dfhack or newb packs are not running initialization as we'd expect.

On your side you can type base/roses-init in dfhack before running the magma well. I'll move that into another place to fix this.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on May 19, 2020, 08:15:42 am
I'm exploring the new features from 0.47. The mod has several powers that can be moved into the new interactions effects, unfortunately I cannot get rid of the script behind the summoning portal (yet) because I cannot make someone run an interaction after running a workshop reaction like I could in the earlier versions of DF but there is plenty of healing, item creation and temporary monster creation that can be added to make powers stronger.

Also we now have proper Pain Elementals and Lost Souls, directly from Doom. Maybe I can have lost souls raise a corpse to complete the cycle?
(https://imgur.com/SKIlnXB.png)

And I also continued work on the larger sprites, what I'm looking for is a proper base body to put clothes on. I might have to iterate more as we need pictures that do not clash too much with the future Steam sprites. What do you think of this?
(https://imgur.com/trd3kXy.png)
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Iä! RIAKTOR! on May 19, 2020, 01:16:32 pm
Converted the civ to 0.47. So far so good except that the worldgen crash for Dark Fort civs with positions is back so until then I am using mountainhomes.

Also succubi gotta be succubi:
(https://imgur.com/ehCDfTi.png)
How do you make so many lovers?
Title: Re: [44.12] Succubus Dungeon 16.5 - Altar of sin
Post by: Boltgun on May 19, 2020, 03:15:32 pm
How do you make so many lovers?

With personality modifiers and civ values. They have nearly maximum LOVE and LUST_PROPENSITY and the entity has max ROMANCE.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on June 02, 2020, 06:57:26 am
Update 17.1

There is a new creature to summon, Pain Elementals! The existing pain elementals have been renamed to Tormented Souls. If you played Doom, you know what ot expect of them.

In addition there is an attempt to make magma well initialization more reliable against the LNP or other packs that bring their own initialization scripts. If your well is borken, you can always type base/roses-init in dfhack to fix that.

Spoiler: Changelog (click to show/hide)

Windows build (http://dffd.bay12games.com/file.php?id=8000)
Standalone patch (http://dffd.bay12games.com/file.php?id=7492)
Github page including Meph tileset version (https://github.com/Bltgn/DF-succubus/releases)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: endlessblaze on July 03, 2020, 06:15:46 am
Late, but
Aw, I liked the stone slips

But yeah fuel is common enough I rarely need to heat the forges
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on July 10, 2020, 03:24:53 am
Late, but
Aw, I liked the stone slips

But yeah fuel is common enough I rarely need to heat the forges

Hehe and I believed no one found the stone slips. In fact I ended bringing books back because I had feedback about not finding them.

And yes for the forge not only it was lost in the smelter's list, in between the alloys, but most players I saw either ignored it or made a beeline for magma. It's kinda difficult to replace dwarven stuff, even with documentation someone used to play vanilla will expect items where they belong.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: TheMusingMoose on August 16, 2020, 08:18:32 pm
I am trying to summon a pain elemental, but the summoning portal says no slade is available even when it is. From the interactions raw it looks like it calls for a slade boulder, which is what I have. Does the reaction call for a boulder or something else? Thanks!

Edit: It appears as those the reaction called for a large number of slade boulders, which I modified to a smaller amount and it worked.

On another note, are demons such as pain elementals and decay brutes supposed to be able to join the military or be assigned as war animals? Currently I can just pasture them as guards for key points, which works fine for me.

P.S. I love this mod, and I think you are doing really cool stuff with it. Thanks for continuing to support it all this time.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on August 17, 2020, 07:34:30 am
I'm glad that you enjoy it. I must have mixed up boulders and bars, the later asking for a dimension instead of one unit.

Most demons are animals, some are trainable and some are not. Frog demons and some clowns are intelligent and can join the military but cannot wear armor. But they are though on their own, frog demons has a flat reduction on damage.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: goldenvixen on August 26, 2020, 12:23:05 pm
I took a break from dwarf fortress and decided to come back to it to see the new villain update! Of course, one of the first mods I add was succubus dungeon (and then Meph's tileset). I'm getting an error while I play though in dfhack. It's not stopping the game, but I'm wondering if it'll cause some bugs later down the road. I keep getting this each time I start my game back up:

Spoiler (click to show/hide)

Edit: Game keeps crashing when the first merchant caravan comes. Not sure what's going on. Gonna try without playing with the mod to see if the crashes still occur.
Edit2: Yeah, it's not crashing at all when the merchant caravan comes when I play as dwarves without the mod.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on August 28, 2020, 04:01:51 am
Hello, do you get the same error in another generated world? Maybe the game made a creature that the mod believe should belong to the civ but end up crashing when it appears in a caravan.

Otherwise you can delete raw/scripts/AddMinionToCiv.lua. It will lead to script not found errors and no frog demons. I'll take it out next patch anyway because DF now provides better control on your minions.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: goldenvixen on August 28, 2020, 06:18:43 pm
Hello, do you get the same error in another generated world? Maybe the game made a creature that the mod believe should belong to the civ but end up crashing when it appears in a caravan.

Otherwise you can delete raw/scripts/AddMinionToCiv.lua. It will lead to script not found errors and no frog demons. I'll take it out next patch anyway because DF now provides better control on your minions.

Yeah, I get the same error when I generate another world. I tried removing the AddMinionToCiv.lua and I'm still getting crashes. I'm gonna try and remove all of the addtociv.luas to see if that helps. Also, I seem to be getting another error whenever I try to export legends for this mod, and only with this mod for some reason. Works fine when Succubus Dungeon is not installed. Here's the error.

Spoiler (click to show/hide)

Edit: Hmmm... the game still crashes when the caravan comes even when the scripts are removed.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on August 29, 2020, 02:03:49 pm
Can you zip the save and send it through dropbox or dffd please ? I'll have a look to see what is crashing it.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: goldenvixen on August 29, 2020, 05:51:47 pm
Can you zip the save and send it through dropbox or dffd please ? I'll have a look to see what is crashing it.

Sure, I'll do it when I get off work!
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on September 16, 2020, 01:20:36 am
Boltgun, I tried an adventurer in a world with succubus and Meph's tileset. While Travelling, I saw magma waterfalls seemingly out of nothing. Just pouring from above. Some were farther than I could see, in the middle of the forest. I planed to make an bird-animal-person to see further up, but just found some that end around four levels above ground (somewhat anticlimatic).
.
I went on and read how to post images just to show this, it is amusing.
Spoiler (click to show/hide)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on September 16, 2020, 10:32:28 am
That's interesting, did you play a fort on the same world before going into adventurer mode?
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on September 16, 2020, 12:27:08 pm
Yes, was exploring Meph's tileset stuff. It was more a bunch of workshops scattered than a proper fortress, but still. There was only one magma well there.
Today I played a little more with a Succubus adventurer (that human adventurer died, fell in a river and a sudden wave of magma came)
No magma falls this time.
Before dying, I observed the magma "reseted" when I used T to travel, or went away enough by foot. I was going to call it "Ghost magma", but it DID affect everything It touched as it should (as my burnt adventurer saw firsthand).
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on September 16, 2020, 02:14:50 pm
I think that's was the magma well's output that someone made its way into your adventurer's vicinity. That should not be hard to fix but maybe at the cost of the wells turning off if you retire a fort.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on September 20, 2020, 12:27:32 am
I got a High Treasurer and a liaison this summer, in a brand new world (want to test adventurer mode without using magma wells). Both opened up the window for trade agreement, asking what I wanted and so on. Went on the civ page, got four trade agreements, two for import, two for exports.
Is this intended, or something with the "using fortresses for a while" thing?
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: GarlicBread on September 21, 2020, 01:45:54 am
I kinda missed the heat up the forges because I ended up using it a lot :p
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: reeverdark on October 07, 2020, 03:33:29 pm
Hi ya!

I'm having some technical difficulties. I don't know if this is user error, in terms of installation, a bug or what, however;

My game is crashing with this mod. With the starter pack stuff installed, the game lasts a few minutes before it dies spontaneously. Without the starter pack stuff, and just fresh with the mod win version, it crashes at embark (basically after you prepare, and press E to go, then any key after that to go to your location(the one with the long ass message about arriving), it will crash on key press).   

Things i've tried:

>>Taking the winversion, putting it into a seperate folder, then 1 folder up placing the LNP stuff there, adjusting some settings to what i favour and launching the game --- Results in crash after 1 to 2 min.
>>Patching a fresh version (the newest) of LNP with the mods patch version --- Crashes after a min or 2.
>>Loading the winversion without LNP etc --- crashes on embark as stated before.

I have tired a few different setting in LNP as well as things like the performance improvements etc, both off and on but the results are the same.

My PC specs are as follows:
=========================
Operating System
   Windows 10 Pro 64-bit -- [Most recent version]
CPU
   Intel Core i7 7700 @ 3.60GHz   
   Kaby Lake 14nm Technology
RAM
   32.0GB
Motherboard
   ASRock Z390 Phantom Gaming-ITX/ac (CPUSocket)   
Graphics
   BenQ GW2265 (1920x1080@60Hz)
   BenQ GW2265 (1920x1080@60Hz)
   HUION (1920x1080@60Hz)
   4095MB NVIDIA GeForce RTX 2080 SUPER (MSI)   
Storage
   953GB ADATA SX8200PNP (Unknown (SSD))
   476GB Samsung SSD 860 PRO 512GB (SATA (SSD))
Audio
   TC-Helicon GoXLR Mini
=========================

Naturally i get that, with this little of information its unlikely that a reason for this can be found as is, but if you can think of anything i can check or info you may need that i might be missing, please feel free to ask.

I really love this mod, and have played it intensively all the way back when i was playing with it on Masterwork (it would still crash but back then as well, but i could be playing for hours and it would be fine, so pretty much standard DF behaviour), and i would really love to try it with the newest version of DF. If i can get this to work, i have plans on a massive tower build, make from obsidian. I plan for it to be the (in games)worlds largest library ever created, with Succubi being the custodians of wisdom and lust!

Anyhow, idk if this issue is a conflict with my hardware, or some erroneous bug somewhere with something. Just to note, other than what comes with LNP, no other mods have been used with this one.


Edit: Ok, tested marterwork and i have the same issue (this is a new PC compared to the one i used masterwork on 2 years ago). This is most likely not the mods fault, but something with my PC and DF in general? Odd though since vanilla runs fine.


Edit, of the edit + a lot of apologising... : So after a day or 2 since i posted this, i did some extra digging, and it seems that the issue is high likely to be this>> http://www.bay12games.com/dwarves/mantisbt/view.php?id=11549 << truth be told i didnt know this bug tracking site existed untill i spent half my day desperatly trying to find out if this issue was in fact a seperate this or i'd gone messed up somewhere,,,

If what i read is correct, and what im getting is basically this, then its also highly likely that its DF completely and nothing to do with this mod... if so, i apologize, since this fact could very well render this entire post reply irrelevant... Oh well... if you do however know a work around regardless, im all ears :D here's to looking forward to more developments of the great mod!

Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on September 04, 2021, 05:14:20 pm
I get anxious everytime I open this thread and see nothing new, I really like this mod. Is Boltgun awaiting the steam release, or got busy with other things in life?
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on December 30, 2021, 10:57:55 pm
I got a world with Ogres available at embarks, for 1 point each.
Since I use LNP, the labormanager allowed me to give them labors. They could be put into squads, but not as leaders.
They were also slow as hell.
Anyone else got one of those? I think It may have something to do with the civ being dead (got a demon prince right at the start).
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: goldenvixen on February 17, 2022, 02:26:27 am
Hey, sorry for the late response in my error, life got carried away for me there for a while. I haven't been able to replicate my trader caravan crash, but I got a new bug. Not game breaking as the last, but slightly annoying. A lot of my succubi don't have names for some reason. And my fortress doesn't have a name either. It's making finding certain workers confusing, but can be worked around by giving them nicknames. Sadly, the names I can only think of are immersion breaking. Looking in my error log, I got this:

Code: [Select]
*** Error(s) finalizing the translation SUCCUBUS
Unrecognized word token: BEER
Unrecognized word token: BOAR
Unrecognized word token: BUCK
Unrecognized word token: CAD
Unrecognized word token: DEVOURER
Unrecognized word token: DRUM
Unrecognized word token: FLUTE
Unrecognized word token: HOP_NOUN
Unrecognized word token: KING
Unrecognized word token: LUTE
Unrecognized word token: OX
Unrecognized word token: QUEEN
Unrecognized word token: RAM
Unrecognized word token: SNAKE
Unrecognized word token: WHISKY
Unrecognized word token: WITCH
Unrecognized word token: BUNNY
Unrecognized word token: CHURCH
Unrecognized word token: TRUMPET
Unrecognized word token: MONASTERY
Unrecognized word token: CONVENT
Unrecognized word token: CATHEDRAL
Unrecognized word token: CHAPEL
Unrecognized word token: UMBER
Unrecognized word token: COMPANY

I'm not quite sure what's going on here. I looked in the succubus language file, and I'm not seeing any characters that would be unfriendly with linux computers since that was my first thought. I'll post my save in case you need to take a look at it.

//edit: now it's just crashing after five years in. I'm not sure exactly what's going on, but here's an updated save file. https://www.dropbox.com/s/u53owmswjnri2xj/region1.rar?dl=0
//editedit: Comparing languages, it just looks like the language needs an update since more has been added to languages. I'm gonna have them speak dwarfish for now until that's fixed to see if that helps with the no names in a new game.
//editedit: another weird thing--I can't seem to get the succubi to wear layered glass gauntlets. But, I can get them to wear other layered glass armor oddly enough.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: cerevox on March 03, 2022, 08:30:44 pm
So my understanding is that you can put frog demons into the military, but I don't seem to be able to. I can't assign them to squads with therapist or from the in-game unit menu or the military menu. Is there some other requirement I am missing?

Edit: Okay, after some more fooling around, it turns out that you can conscript frogdemons you summon, but not ones that come with migrants. Still not sure one the ones born at the fort, all too young still.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Artwr on November 25, 2022, 10:34:38 pm

(...) it turns out that you can conscript frogdemons you summon, but not ones that come with migrants. Still not sure one the ones born at the fort, all too young still.

I just used DFHack's Rejuvenate -force into some newborn frog friplets, all three now are labor editable and conscriptable. Most probably, descendants of embark and summoned frogs are completely under our control.
Soon I will make a test without DFhack.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: reeverdark on December 22, 2022, 06:17:22 pm
Well... Its been a while.

Boltgun if your out there and are able to read this I hope you are well and that life is alright. We miss you and your mod immensely. Now that the steam version is out, this mod would be a great addition to the workshop. I don't know if your able to do so, or what vision you still might have for this. If we can entice you to come back that would be great, but if life dose not allow for such, can we at least have a word from you to the community, allowing a fork or some matter of succubi related mod to be developed with your blessing?

I hope this finds you well, and that you have a good holiday season.

For those who are reading this, please lend me your support for this mod and its creator, and show the love it deserves.

Kind regards to you all!
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on January 18, 2023, 05:59:02 am
Well... Its been a while.

Boltgun if your out there and are able to read this I hope you are well and that life is alright. We miss you and your mod immensely. Now that the steam version is out, this mod would be a great addition to the workshop. I don't know if your able to do so, or what vision you still might have for this. If we can entice you to come back that would be great, but if life dose not allow for such, can we at least have a word from you to the community, allowing a fork or some matter of succubi related mod to be developed with your blessing?

I hope this finds you well, and that you have a good holiday season.

For those who are reading this, please lend me your support for this mod and its creator, and show the love it deserves.

Kind regards to you all!

Wow that's really nice, thank you so much. Thid means a lot to me. I'm sorry for my silence, I'm not the same as I was when I released the mod nearly ten years ago (10 years!). I left to pursue other activities, if any, my brain time is more limited now. Suffice to say, it wasn't nice of me to leave through the back door.

I just got back into DF with the Steam release and was on the fence on updating the mod. Steam does not feel welcoming at all to be honest. But then, Putnam's interview got me motivated. I tried updating the raws to the last version and not only I got everything works but crashes that plagued the older versions are gone. That was enough to give me a modding fever. However my vision changed.

First, content must be safe for work. It already was, but a cleanup is in order. The aim is to be offer something akin to Dungeon Keeper, where you manage all kind of creatures and powers.

Secondly, keep the game as stable and clear as possible, because it's demotivating to sort through complaints only to realize everyone is playing on a janky Masterwork build. This means the mod must work without Dfhack, or make it an optional addon. Unfortunately, the signature feature of the mod, corruption, might get deleted. Each DF update made it as hard as possible to fix it.

Making sprites is going to take me a long time, but a version for classic ASCII will be here shortly.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: FantasticDorf on January 18, 2023, 07:57:11 am
Secondly, keep the game as stable and clear as possible, because it's demotivating to sort through complaints only to realize everyone is playing on a janky Masterwork build. This means the mod must work without Dfhack, or make it an optional addon. Unfortunately, the signature feature of the mod, corruption, will hit the road. Each DF update made it as hard as possible to make it stable.

Transformative/pet generating emissions are still possible if some of this is to still be possible with/without DFhack support.

For instance, you can transform your long term residents/petitioners into other races, and apply a syndrome interaction to generate animals on a long cooldown. (Not to mention, if set up correctly a 'Infernum' type civ can emerge from from deep-risen events as a minion race to custom clowns, using local level 5 fauna/flora, as seen in porting 47.05 succubi dungeon upwards where they do this successfully.)
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: Boltgun on January 18, 2023, 08:28:48 am
Transformative/pet generating emissions are still possible if some of this is to still be possible with/without DFhack support.

For instance, you can transform your long term residents/petitioners into other races, and apply a syndrome interaction to generate animals on a long cooldown. (Not to mention, if set up correctly a 'Infernum' type civ can emerge from from deep-risen events as a minion race to custom clowns, using local level 5 fauna/flora, as seen in porting 47.05 succubi dungeon upwards where they do this successfully.)

I was wondering wtf I had a civ without positions besides leader. Then I realized that Succubi acted out of the box as a clown car, and they're playable. Oh and Dark Fortress civs do not crash worldgen either. That's why I love DF so much.

I don't have a lot of Dfhack features:
- Altar that add upgrades through syndromes (doable with boiling rocks, so likely to stay)
- Magma well (maybe you can generate magma in an interaction and leave it in a loop)
- Summoning Circle (summon interactions exist, but pushing the unit to perform is another story)
- Den of corruption (applying transform is easy, switching civ with a script too but making them non hostile is a whole can of worms)

One last factor is how Dfhack is distributed. If it's installed through the workshop, I can simply add a dependency. Otherwise I wish to hide these workshop if Dfhack is missing, so players don't get confused. They add fun features but the game runs fine without.

Either way, Steam DF is exciting.
Title: Re: [47.04] Succubus Dungeon 17.0 - Now with multi lovers support
Post by: TheKerberos on January 21, 2023, 12:58:10 am
I just saw this mod and new on DF, hope we get it on steam I really want to play something like "demons" so bad...
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha - Road to anniversary
Post by: Boltgun on January 23, 2023, 04:50:46 am
Here's an update ! -> https://dffd.bay12games.com/file.php?id=16387

This is an alpha release with placeholder graphics. The point is to let you give it a try and give me feedback. I'm looking for typos, pain points (were you lost figuring out how to play?) and also if interactions with other civs are working (Are goblin caravans moving in ? Are dwarves/humans/elves laying sieges? If playing as dwarves, how did the succubi interact with you?).

All the non Dfhack features as been updated to the latest version and should behave as expected. Dfhack buildings (Summoning, Corruption, Powers) need some more attention.

Some old content has been cut off to keep things simple, I don't remember why fire demons are supposed to cut ice blocks anyway and I got doubts on the effectiveness of obsidian armor or putting fire spatters on weapons.

Enjoy !

Spoiler: WIP Changelog (click to show/hide)
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha - Road to anniversary
Post by: Boltgun on January 25, 2023, 04:48:38 pm
Got started on the graphics. The workshops are quite a hill, but it's a good place to experiment what ambiance we want.

Here's the magma well. The succubi work on the pentagram at the bottom. I'm not totally satisfied with the pipes but it's a miracle I managed to coerce Gimp into doing what I wanted. At lease it should make it obvious where you need to channel before using it.

(https://i.imgur.com/OODgj6R.png)
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha2 - Road to anniversary
Post by: Boltgun on January 29, 2023, 04:45:49 pm
New alpha with the first succubus/incubus sprites ! -> https://dffd.bay12games.com/file.php?id=16387

If you have installed the previous alpha, delete the mods/succubus_dungeon and the data/installed_mods/succubus_dungeon (1800) before installing. You'll have to create a new world as well.

The sprite has been made with Jacko's Creatures Graphic Extended as a base, which you can get here: https://steamcommunity.com/sharedfiles/filedetails/?id=2903486617
Jacko's set is not only a direct upgrade, but set a good standard to what race graphics should be. Plus using 1x2 sprites for heads is a good idea. The sprite is still incomplete, and the wings are fugly, but the hardest part is done. I should have variations in face and skin color soonish.

Oh and content warning, there is nudity. I'm on the fence about censoring two pixels out of the sprites before sending to Steam.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha2 - Road to anniversary
Post by: Immortal-D on January 29, 2023, 07:32:30 pm
Glorious!  I mostly know Succubus Dungeon as invaders from the old Masterwork, but I'm looking forward to making a proper Fortress with these ladies.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha2 - Road to anniversary
Post by: FantasticDorf on February 01, 2023, 03:30:32 am
If you have installed the previous alpha, delete the mods/succubus_dungeon and the data/installed_mods/succubus_dungeon (1800) before installing. You'll have to create a new world as well.

The sprite has been made with Jacko's Creatures Graphic Extended as a base, which you can get here: https://steamcommunity.com/sharedfiles/filedetails/?id=2903486617
Jacko's set is not only a direct upgrade, but set a good standard to what race graphics should be. Plus using 1x2 sprites for heads is a good idea. The sprite is still incomplete, and the wings are fugly, but the hardest part is done. I should have variations in face and skin color soonish.

Oh and content warning, there is nudity. I'm on the fence about censoring two pixels out of the sprites before sending to Steam.

Given a lack of nudity in the basegame with tasteful modesty preserving body fittings attached to base-sprite, I imagine it might contrast quite a bit. Those graphics are pretty cool, I do like the obviously centricity of the work area being illustrated working into the design.

Also in steam edition, going through steam first then uploading the DFFD as a backup is generally a good game loop to try on account of being able to update the steam version on steam in real time and have it auto load when it detects a new version. Only thing i really have left remaining to ask, is what's the conceptual ideal load order for this mod's dependencies in the new modding configuration?
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha2 - Road to anniversary
Post by: Boltgun on February 01, 2023, 01:36:23 pm
Given a lack of nudity in the basegame with tasteful modesty preserving body fittings attached to base-sprite, I imagine it might contrast quite a bit. Those graphics are pretty cool, I do like the obviously centricity of the work area being illustrated working into the design.
I'll align myself with Jacko's CGE which is a good middle ground. From there, you will be in control. I'm currently adding a more modest choice with short pants which combine with their corsets as a default attire.

Also in steam edition, going through steam first then uploading the DFFD as a backup is generally a good game loop to try on account of being able to update the steam version on steam in real time and have it auto load when it detects a new version. Only thing i really have left remaining to ask, is what's the conceptual ideal load order for this mod's dependencies in the new modding configuration?

I made an effort to avoid dependencies. So the mod can be anywhere in the load order after all of vanilla. I recommend installing Creature Graphics Extended for an uniform look but this remains optional.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha3 - Road to anniversary
Post by: Boltgun on February 05, 2023, 03:50:45 pm
Alpha update ! -> https://dffd.bay12games.com/file.php?id=16387

I'll repeat myself to avoid issues: If you have installed the previous alpha, delete the mods/succubus_dungeon and the data/installed_mods/succubus_dungeon (1800) before installing.
You'll have to create a new world as well as your current saves will fail to load.

Children have their own sprites! I also ensured that everything have at least a placeholder graphic so no more invisible items laying around. This is now a "vertical slice" with all the groundwork and all that remain to be ready for Steam is to expand.

Building wise, the float glass got its graphics and new reactions to create portals and hatch covers. The crematorium, however, has been removed because this mod does the same thing, but better (https://steamcommunity.com/sharedfiles/filedetails/?id=2912301122). If you install it, you will have access to it directly playing a succubus entity. I might add compatibility to other mods in the future as long as their absence does not cause issues.

Outside of graphics, I had to do the unthinkable: I gave the succubi pants. The arsenal has been rebalanced. You can now make greaves, morning stars and mauls. Dwarves and goblins receive tokens to interact with you. But be careful, I got dwarves on my first year so the old "Succubi get attacked right away" feature is back in motion.

That said, I am unhappy with how the float glass furnace look. But I'll have to keep it that way for now. The priority is to give them all buildings their graphics before a second sweep. On the other hand, children sprite are neat because not even in vanilla you get any.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha4 - Road to anniversary
Post by: Boltgun on February 15, 2023, 06:06:30 pm
Alpha update #4 ! -> https://dffd.bay12games.com/file.php?id=16387

Same warning goes as above, delete the mods/succubus_dungeon and the data/installed_mods/succubus_dungeon (1800) before updating.
Finish your business with your current world. I removed an item so it's sure to break.

I'm looking for an iteration per week. It's a good way to stay motivated.

More placeholders has been replaced with proper sprites.
- Orthus, Nahash and Nightmares
- The underworld drill, get some slade
- All items: weapons, clothing, toys, etc. Fot their icons.
- Traps and upright pitchforks.

Armor has been updated
- Lower and upper bodysuits has been merged into one item.
- Bodysuits are now worn under the armor in addition to a corset, mail shirt and breastplate (if you can get one).

Other stuff
- Dwarves will stop attacking you right away and instead act as a late game threat. Getting steel clad invaders first year was hardcore.
- Goblins should start visiting, maybe? This need more testing.
- You can get Nightwings as pets, because why not! Like frog demons they can work in your fort. They have been made fire immune too, to avoid headaches micromanaging them.
- Succubi now skip the baby stage and are directly born as children. We cannot make sprite for babies so that's the second best option.

Enjoy!
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha4 - Road to anniversary
Post by: Artwr on February 21, 2023, 07:17:49 am
I downloaded and made a quickfort yesterday, planning to make some obsidian goods out of the river.
I made a wooden palisade and a wooden pump, and built the well above it.
I failed in controling the well (sorry If I am too stupid to understand/find instructions). It generates magma and upon deconstruction and it flows everywhere. I cannot channel under it, as it needs all 9 floors to be built.
.
Next session, on this fort, I will use grates and walls, so when deconstructing claudron and block do not fall into the future obsidian pool.
On a new fort, I will also try bringing nightwings and other demons.
.
I really love this mod, by the way. Thanks for your work!
.
Edit: Sentient Nightwings tend to fly and get stuck temporarily into trees. They tend to leave there items they were hauling.
Edit: Goblins did came to trade, no wagon, a ton of leather (no bins), meat fish and cheese. No cloth, no stone, no metal, no wood.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha4 - Road to anniversary
Post by: Boltgun on March 01, 2023, 05:22:41 am
Glad you like it. There might be confusion between how the magma well used to work with dfhack and this iteration and I'll rephrase its description.

You used it the right way, if you channel next to it (not under it), the magma will go in this direction. And yes I had a succubus drown after deconstructing the well, iron floor bars are your best friend.

I plan to add a graphic aid to the Steam page upon release to explain it.

Nightwings need more testing, flying sentient tend to be annoying and we need to judge how it can be improved. Perhaps giving them a natural climbing skill will help.

Goblins come and go every seasons and their inventory tend to be poor. It's still a way to get rid of unwanted items for leather and food. You can also buy their metal items for melting, unless they come from an extra poor civ. Maybe upgrading them to have wagons will make bring more stuff?

By the way I made a few tests with temperature and found a setting that does not rely on fixed temp. This means succubi will be vulnerable to dragon fire but without the old burning blood bug. It's not a big deal because dragon attacks are rare but I wanted these to be a threat. It might also bring FUN situations because they now accumulate heat when dipped into magma. If they walk away from a pool into vegetation, you'll get a fire.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-alpha4 - Road to anniversary
Post by: Boltgun on March 10, 2023, 08:40:00 am
New update -> https://dffd.bay12games.com/file.php?id=16387

Never hurt to repeat : delete the mods/succubus_dungeon and the data/installed_mods/succubus_dungeon (1800) before updating.
You should not need a new world, but there might be some wonky effect like succubi turning into flamethrowers.

Anyway, it's a big update because all the creature sprites are here, as well as the one added crop (black rose) and the last workshop. Besides a few icons, everything have their graphics.

From there all that remains is some clothing colors and giving variations to the succubi. It's the last line before steam release.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-beta - Road to anniversary
Post by: Boltgun on March 15, 2023, 07:10:50 am
Here's a little preview of skin and horns variations. I'm not fully satisfied for the color palettes but that'll do for a first release.

(https://cdn.discordapp.com/attachments/629902895138996264/1085186676319604776/image.png)

Horns sprites match their shape and length description. They grow over time so you can distinguish older succubi that way. This is how they look at ~200 years.

(https://cdn.discordapp.com/attachments/629902895138996264/1085256644683903006/image.png)
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-beta - Road to anniversary
Post by: King Louis XIV on March 17, 2023, 07:25:13 pm
Having come back to this after years ago, this is looking awesome! Loving the latest variations on the succubi. Can't wait to load them up into the next version!
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-beta - Road to anniversary
Post by: Boltgun on March 18, 2023, 11:48:45 am
Thanks. The update is almost ready for Steam all it need is a ghost sprite and some nice pictures to put on the Steam page.
Title: Re: [47.04-50.xx] Succubus Dungeon 18.0-RC1 - Getting there
Post by: Boltgun on March 18, 2023, 07:58:35 pm
Release candidate ! -> https://dffd.bay12games.com/file.php?id=16387

Everything is ready for Steam. All that remains is to run a test fort to see if there is bugs. So unless we bump into the temperature bug again, it should be in the workshop in a few days.
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: Boltgun on March 22, 2023, 07:38:43 am
So this thread has been created on 21 March 2013, 09:05:22. Ten year and one day later, the mod is on Steam.

https://steamcommunity.com/sharedfiles/filedetails/?id=2950544248
If you play on classic there is a version without graphics here : https://dffd.bay12games.com/file.php?id=7492
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: nkalle on March 22, 2023, 03:51:57 pm
Congratulations to you! And thank you very much for your work. I love it!
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: Boltgun on March 24, 2023, 05:33:09 am
Congratulations to you! And thank you very much for your work. I love it!

Thanks and it rose as popular for the week, which is really cool. I'm already preparing an update to fix a few typos.
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: Eric Blank on March 24, 2023, 08:02:48 pm
Nice! I'm jealous already. Guess it's time to make a smut mod :p

You got rid of the nipples though, didn't you. I guess nippleless breasts don't count as smut in most people's opinion


(for clarity's sake, that was meant sarcastically, I know its not a smut mod)
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: reeverdark on March 25, 2023, 01:33:39 pm
Holly marbles on a freight train... I look away for a few months and everything is alive again!

Welcome back! I'm glad to see you up and modding again. I hope you're enjoying the new steam DF as well.

As for smut with everyone else, for me it's not the sprites but their actions that matter (sprites would be nice too but prob better posted on Loverslab rather than Steam). So, so long as they act like succubi all is fine with the world.

@Boltgun: Any ideas on what you'd like to bring to the new versions since the steam version allows for more freedom?
Title: Re: [50.xx] Succubus Dungeon 18.1 Steam Release - Ten year anniversary
Post by: Boltgun on March 25, 2023, 02:37:42 pm
Nice! I'm jealous already. Guess it's time to make a smut mod :p

You got rid of the nipples though, didn't you. I guess nippleless breasts don't count as smut in most people's opinion


(for clarity's sake, that was meant sarcastically, I know its not a smut mod)

Haha, actually I did not feel like censoring, so the nipples stays. I has a low contrast however, so it's not the first thing you notice.

Holly marbles on a freight train... I look away for a few months and everything is alive again!

Welcome back! I'm glad to see you up and modding again. I hope you're enjoying the new steam DF as well.

As for smut with everyone else, for me it's not the sprites but their actions that matter (sprites would be nice too but prob better posted on Loverslab rather than Steam). So, so long as they act like succubi all is fine with the world.

@Boltgun: Any ideas on what you'd like to bring to the new versions since the steam version allows for more freedom?

Yay ! It was not much of an adult mod to start with anyway.

My first plan is to give them more a distinctive style, such as artifacts looking like proper demonic artifacts. I also noticed that, unlike dwarves, they love to snatch vanities from the stocks so I'll try adding a few details like earrings. That said the graphics file is gigantic, over 220k lines of text. That's way more than vanilla and I'm surprised that it does not crash.

Then as soon as dfhack is ready, bring back summoning and powers. Since you can add sprites to syndromes, I plan to have the powers visible, like pyromancers showing a burning aura.
Title: Re: [50.xx] Succubus Dungeon 19.0 - Dens and Altars
Post by: Boltgun on September 12, 2023, 03:23:54 pm
New update!

This restore the Den of Corruption and Altar of Power (workshop renamed for more clarity).

Those only appear in the build menu if you have DFHack installed. If you do not wish to install it, the mod still work even if a little incomplete.

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2950544248)
Classic version (http://dffd.bay12games.com/file.php?id=7492)