Thanks for releasing that. Mind if I take a look how you did it andstealborrow the code if I like it? I need lovecraftian entities in The Fall and I was always thinking about incorporating the carp god mechanic from Masterwork.
I found that interactions seem to work differently in the new version. Their effects are not always applied. I may have missed something.
And I initially thought it's with DFHack and uses some script. Can someone remind me who wrote that mod which allowed to have "nature/technology affinity"? I thought it was part of gnomes in Masterwork.
I'd raise the chance in that case. Not many people venture into the deep caverns anyway, and finding a specific creature is even rarer. I'd personally would make the chances realistic so that people who breach the cavern face it once.
But thats only for Masterwork, because I'd make it an optional module. If you play with it all the time, the player might get used to it too quickly.
Maybe add a secret to worldgen too? That way a migrant might arrive with "the blessing of the old gods" once in a while.
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: data/save/Primia/raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
Impoverished Word Selector
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction CULTLEADER_DEEPONES
Error Initializing Text: raw/objects/text/secret_fish.txt
Impoverished Word SelectorSorry for the necro, but thought I'd post that, using your mod, I'm getting some errorlog messages:Spoiler (click to show/hide)
The game was also crashing when finalizing a world, but I can't be sure it was your mod causing it. Still, thought I'd bring it up just in case.
EDIT: Oh, and I forgot to note that I guess raw/objects/text/secret_fish.txt is not in your archive. I'm imagining it's supposed to be?
Now we just need to make a mod with all three, and have fortresses contantly being overrun by cults. Great. :DThen maybe I can learn how to make summoning interactions and we can add in a Shrek cult too. This sounds like a great idea, let's make a bunch of cult mods balanced to be on their own, but then combine all of them. You could even have cults fighting each other within the fortress. Maybe even make it so if all of your fortress was one cult there'd be some kind of upside so you could make a Carp cult fortress and whenever migrants showed up you'd have to be careful because one of them might summon Shrek into the middle of your carp fortress and convert the migrants into also summoning Shrek.
Masterwork DF for 34.11 has a hidden cult and several hidden invaders/dangers like this, and I'm sure that this mod here works well, even with the error-log about the missing text file. The interactions should still run, even without the flavor text.
What? Masterwork IS modular. It's pretty much the only modular mod out there, with it's own UI that enables/disables it's features.Masterwork DF for 34.11 has a hidden cult and several hidden invaders/dangers like this, and I'm sure that this mod here works well, even with the error-log about the missing text file. The interactions should still run, even without the flavor text.
Thanks Meph!
I wish Masterwork was modular, since I love it, but I'd only ever want to use 25-60% of it. Alas, that's a lot of extra work, so~
What? Masterwork IS modular. It's pretty much the only modular mod out there, with it's own UI that enables/disables it's features.