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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IndigoFenix on December 27, 2015, 04:45:03 pm

Title: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: IndigoFenix on December 27, 2015, 04:45:03 pm
Download Link (http://dffd.bay12games.com/file.php?id=11569)

This will be my 'generic' mod.  It doesn't actually have a theme or anything, but I like making creatures so it'll probably be mostly creatures.

I'm going down Wikipedia's list of mythical creatures and adding everything that looks interesting into DF.

Mostly I'm aiming for creatures with interesting behaviors or abilities, but also adding anything that looks like it could go nicely into vanilla DF.  I am going to try to find creatures with abilities that will force players to adapt their usual strategies rather than being just more of the same.

I will not be changing any base files, nor will I be using DFHack for this mod.  Everything will be modular and self-contained, so anyone who likes parts of it can take out what they like.

Mythical Monsters:
Spoiler (click to show/hide)

Hungry Ghosts (Pretas)
Spoiler (click to show/hide)

The Wild Hunt:
Spoiler (click to show/hide)

Bogey Hunting:
Spoiler (click to show/hide)

Plump Helmet Men:
Spoiler (click to show/hide)

Deep Ones:
Spoiler (click to show/hide)

Whatevermancers:
Spoiler (click to show/hide)

Automatons
Spoiler (click to show/hide)

FAQ:
Spoiler (click to show/hide)

Planning list:
Lizard people controlling the government
Bargain imps, evil counterpart for leprechauns
More mythical monsters
Title: Re: Mostly Mythical Monsters Mod
Post by: Meph on December 27, 2015, 04:48:22 pm
Dryad/Ent combo, for forested regions. Some form of synergy between them.
Rat king, lots of rats knotted together on their tails, gets more magical power the more rats are in it.
Lamia, a female snake vampire.

That gives maybe some ideas. :)

I know how well you can write mods, I'm curious what you will come up with.
Title: Re: Mostly Mythical Monsters Modular Mod
Post by: Comito on December 27, 2015, 05:09:08 pm
Is it possible to make electrical attacks deal more damage to people wearing metal armor?
Title: Re: Mostly Mythical Monsters Modular Mod
Post by: Meph on December 27, 2015, 05:27:03 pm
Is it possible to make electrical attacks deal more damage to people wearing metal armor?
Not without dfhack, but you can make them deal more damage against people standing IN_WATER.
Title: Re: Mostly Mythical Monsters Modular Mod
Post by: Comito on December 27, 2015, 05:42:12 pm
Does that include being out in the rain and covered with water?
Title: Re: Mostly Mythical Monsters Modular Mod
Post by: Meph on December 28, 2015, 03:30:22 am
Does that include being out in the rain and covered with water?
No.
Title: Re: Mostly Mythical Monsters Modular Mod
Post by: IndigoFenix on December 28, 2015, 10:41:06 am
First challenge: is it possible to make a reverse night creature?  A creature that transforms itself into a member of its target's race in order to breed (selkies, kitsunes)?

Time to experiment.
Title: Re: Mostly Mythical Monsters Modular Mod (Initial release)
Post by: Meph on December 28, 2015, 04:51:39 pm
Custom interactions are not used by the AI in worldgen, so I would say no, not without dfhack.

For ingame, fort/adv mode, the creature would need an interaction for EACH creature that exists. Two, even, one for male and female, so it turns into the correct gender for breeding. A changeling/doppelgänger can be done, but wow, that would be a lot of work.
Title: Re: Mostly Mythical Monsters Modular Mod (Initial release)
Post by: IndigoFenix on December 29, 2015, 11:13:29 am
Custom interactions are not used by the AI in worldgen, so I would say no, not without dfhack.

For ingame, fort/adv mode, the creature would need an interaction for EACH creature that exists. Two, even, one for male and female, so it turns into the correct gender for breeding. A changeling/doppelgänger can be done, but wow, that would be a lot of work.

It'll probably be just dwarves, elves, humans and goblins for vanilla, so not such a big deal.

Still, it would be a good opportunity to test how powerful the creature variation system is.  I haven't really worked with it much since variables were added.  Can variables be strings?  Can you call a creature variation inside a creature variation?  If so, it should be possible to create a template that would allow players to add their own ditto creatures simply by adding available transformations to a list.  I'm not sure if all that is possible though.

On another note, two new ideas for thinking about:

1. Wish granting creatures that run away and, if you catch them, they grant one wish - but of course, all wishes have a catch.  The catch won't render the wish useless, but it will change the game in unexpected ways.  For instance, wishing for a boost in one stat might lower your other stats, wishing for luck might decrease your overall skill except when your good luck kicks in, and wishing for combat skill might change your personality so you will need to fight more often to stay focused.
2. A system that allows you to gain new powers by fighting more and more powerful bogeymen.  Basically there is a special bogeyman that drops a soul which, when eaten, gives you a new power as well as the ability to transform it into a stronger creature the next time you encounter it, which drops a soul, and so on, all the way up to demon-level monsters and beyond to all kinds of eldritch abominations.  Powers will be evil themed, like practically everything supernatural in DF.  If you fight enough bogeys, you can eventually gain the combined powers of a necromantic werebeast vampire thrall, plus some even bigger powers, but eventually it will make you the enemy of everyone.  And of course, you will have to fight monsters stronger than demons to get that far, and since you need to encounter bogeymen to get there, you have to do it alone.
Title: Re: Mostly Mythical Monsters Modular Mod (Initial release)
Post by: Vattic on December 31, 2015, 08:17:14 pm
Have heard you mention your plans regarding the bogeymen before and find them interesting; PTW.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 02, 2016, 05:41:34 pm
Some new creatures have been added.  Most notably, leprechauns (which are based on the original leprechaun myth, not the typical depiction which is basically a bunch of derogatory Irish stereotypes).  If you catch one, it will grant you a wish (you might have to beat it up a bit to convince it; the trigger is based on their sweat).  Right now the only wishes are to raise your strength, toughness, agility, or endurance; the amount you get boosted is random, as are any drawbacks (but the benefit will usually outweigh the cost).

There are also brownies (servant pets that perform labors), redcaps (the even nastier relative of gnomes, do NOT underestimate these guys), cockatrices (turkey-sized dragonoids with a paralyzing hiss attack), ramidreju (healing weasels) and ichneumon (super-mongooses that have amazing stats, are nearly immune to most poisons and can even resist dragonfire).
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: Meph on January 03, 2016, 07:41:46 am
These are mostly for adv-mode, yes?

In that case I would suggest molds/blobs/slimes with different hearts/gems in them, that you can use to give the adventurer a special ability or a one-time attack. Find and kill a red blob, digest its heart, become fireproof for a time. There could be many themes/colors.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 03, 2016, 10:26:47 am
They are intended for both fort and adventure mode, Fort dwarves will even manage to wish on leprechauns sometimes (though they almost always kill them afterwards).  The only creatures that are exclusively for adventurers are bogeymen.

Creatures that grant special effects or powers when eaten are always fun, and could work in both modes.  Possibly blobs, possibly something else like imps or something, not really sure. 
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: Meph on January 03, 2016, 10:54:25 am
Maybe plant-based creatures? We already have plump helmet men, and people really seemed to like the idea.

It makes more sense considering the ethics of dwarves, not eating sentient beings usually.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 04, 2016, 03:37:33 pm
I'm making some advanced bogeymen.

I'm going to try to make enough of them that they will feel procedurally generated.  Their aspects will draw from body horror and uncanny valley tropes and come in various tiers.  You can advance base bogeymen to tier 2, and after advancing a bogeyman, you gain the power to advance another bogey to tier 3, and so on.  Once you advance a bogeyman, it gives you a random beneficial trait or a special ability, but you have to survive the night before it actually activates.

I'm probably going to work with 7 tiers of gradually increasing horribleness.  Preliminary escalation concept: Bogeymen are tier 1.  DF Night Creatures are tier 2.  Most creepypasta monsters would fall around tier 3.  Tier 7...is basically a Shub-Niggurath expy.  I haven't worked out the details of the reward for winning yet, but I am using Nyarlathotep as a basis for them (i.e. since there isn't really anything left that could challenge you, might as well give you the power to sow complete chaos throughout the world).
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: Meph on January 05, 2016, 10:49:51 am
Sounds good. I had a similar system in a workshop for my old kobold mode, you can summon creature #1 for free and fight it. Corpse is used in reaction to get reward and a token for creature #2. Went up to 10, with different creatures and groups to fight, for 10 different rewards.

Guess your boogeymen will stay adv-mode only?
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 05, 2016, 01:16:49 pm
Yes, the concept is very similar to the Colosseum.  It's adventure-only though.  Although I suppose you *could* take your unholy abomination of an adventurer and retire them in a fort... though this might prove to be a bad idea, what with the necromancy and plague and insanity they wind up spreading.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: Meph on January 05, 2016, 03:15:54 pm
Ok. :)

another idea, which has big implications for both adv. and fort mode would be custom necromancers that do not make zombies, but other creatures. I remember science about custom necromancers that animate dead and transform them into other creatures, which allows to make all kinds of stuff. Manical-puppeteer with mind-controlled slaves; druid with army of carnivorous plants; firemancer with hellfire-imps; mad dwarven engineer with golems...

I've never seen a released/finished mod like this, but the science in the thread (which is years old and I wont find) showed that they build towers, can be visited in adv. mode and siege in fort mode.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 06, 2016, 04:02:14 pm
Hmm...

I have been experimenting elsewhere with making a huge number of secrets, each with a single minor spell, basically so that scholars could spread useful information in a fort and collecting a library would allow you to accumulate more spells for your wizards.  Unfortunately, it seems that the more custom secrets there are, the lower the chance of towers being made (I guess because each world generates a certain number of secrets picked from a list, and the more non-necro secrets there are, the less chance of necromancers showing up), and since necro towers are still the main places where wizards trade knowledge, the secrets don't seem to spread too well in worldgen.  And if you *do* get a secret in a fort, it spreads like crazy, since all someone needs to do to learn a spell is to read a single book.  (One possible solution is to create a dedicated wizard caste using a syndrome that adds the SUPERNATURAL tag, and prevent non-supernatural creatures from learning spells.  I haven't actually tested how well this works in practice, though.)

If all or most secrets included the ability to produce minions from corpses, that might improve the ability for spells to spread.  Unfortunately, it's pretty much impossible to make such a mage 'safe' for fort mode; transformed zombies will indeed build towers, but they will also attack the living just like regular zombies.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: Meph on January 07, 2016, 05:51:15 am
I did not intend them to be safe for forts, but to build towers that attack forts.
Title: Re: Mostly Mythical Monsters Modular Mod [0.2: Make a wish]
Post by: IndigoFenix on January 07, 2016, 06:05:33 am
That can be arranged.  Pyromancer, cryomancer, hemomancer, phytomancer, theromancer, sarcomancer, tyromancer, oinomancer, dracomancer, melissomancer...
Title: Re: Mostly Mythical Monsters Modular Mod [0.3: Whatevermancy]
Post by: IndigoFenix on January 08, 2016, 08:41:54 am
So I made an update with a bunch of whatevermancers, all of whom will build towers in worldgen.  Most of them are less threatening overall than necromancers, as their minions are often made of flimsy materials, but most have one or more special abilities alongside producing minions.  They can only animate whole bodies as minions, but most can also revive pieces of their minions as lesser, 'blob' minions (the exceptions being the lithomancer and the ferromancer, who are tough enough as it is).

Spoiler (click to show/hide)

More will be coming.  I am not passing up the chance of making dracomancers that turn into dragons and invade with a bunch of smaller dragons, or phytomancers that make plant minions, or melissomancers that turn corpses into living beehives.

I feel obligated to mention that the -mancer suffix is not, in fact, correctly used here, as it means 'divination' and a better suffix would be -urge or -kinetic, but since DF uses the term 'necromancer' improperly it should be consistent in its wrongness.

There are also the beginnings of the bogeyman system but it's not quite done yet.
Title: Re: Mostly Mythical Monsters Modular Mod [0.4: Riddle of the Sphinx]
Post by: IndigoFenix on January 18, 2016, 04:24:36 pm
Updated again!

This update includes several new creatures, including the Sphinx, who is really hard to kill but if you answer all of its questions it becomes much easier.

There's also the Wild Hunt, which is basically a very rare encounter that sends a huge army of fae creatures at your fort, trying to steal your food, drink, and items, and break down your buildings.  And kill you.  Basically it's a surprise invasion from the wild.  An army shouldn't have much trouble, but if you're unfortunate enough to face them early in your fort's life, it might be best to stay out of the way and let them take what they want... They only show up in savage biomes.

Treants are also roaming the joyous wild forests, and will not take kindly to dwarves building on their turf.  Be prepared to fight them if you want to keep your fortress standing.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 22, 2016, 09:27:18 am
Another update with more monsters!

Kappas are a new playable creature with some interesting qualities.  Their toughness is below average, but they get extra defensive abilities when wet, either from being underwater or in the rain; this will also remove their need for drinking water but give them a craving for blood.  You can also tame them for your fort.

Sirens are ocean-dwelling, more attractive (but just as evil) harpy clones with the ability to induce both extra confidence and reduced skills with their song to make hapless NPCs rush at them and die.  They are also playable.

Nymphs can now inspire artistic abilities in others.  You can tame them for your fort to inspire more artists and writers, or play as them.  Their fighting skills are subpar, but they are good at dancing and running away.

This update also adds Bakeneko, demon cats that can raise the dead.  They will also turn your cats into stealth necrokitties, (as if DF cats weren't enough trouble already).

All supernatural creatures (with the exception of megabeasts and subterranean critters) are now restricted to good, evil, or savage biomes, which is also the case for vanilla DF.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 23, 2016, 02:12:17 pm
Okay, question.  I want to make a gorgon that can turn people to stone with a look.  Simple enough.  Next question.  How do you kill it?  (As an adventurer)
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Teneb on January 23, 2016, 02:45:06 pm
Okay, question.  I want to make a gorgon that can turn people to stone with a look.  Simple enough.  Next question.  How do you kill it?  (As an adventurer)
The way I found to "balance" creatures that can turn others into stone is to make the probability for the transformation lower than 100 (I use 50) and giving it a significant cooldown.

Too bad there is no way to check if a target has functioning eyes, since the tactic in the myths was to just not look. (No idea if DFHack makes it possible, of course)
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 23, 2016, 04:53:10 pm
Too bad there is no way to check if a target has functioning eyes, since the tactic in the myths was to just not look. (No idea if DFHack makes it possible, of course)

Actually, that gives me an idea... if it gives you the ability to "close your eyes" before using its gaze attack, you can avoid its gaze by inflicting a blindness syndrome on yourself.  Of course, that means you'd have to fight it while blinded.

Going to try fiddling with it to see if I can get the AI to behave in a sensible manner.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Meph on January 24, 2016, 08:26:12 am
You could add secrets that give you the ability to block it learned from slabs or books, or use itemsyndrome to give silver shields an immunity-reaction.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 24, 2016, 10:35:39 am
Using some weird interaction AI exploits I managed to get the gorgons working pretty well.  You get a short period of time between the gorgon hissing at you and revealing her face which allows you to avoid the attack by closing your eyes.  NPCs will usually close their eyes in time unless taken by surprise.  She is by far the smallest semimegabeast (currently debating whether to make her straight humanoid or the lamioid model) but is about as threatening as any of them in practice.  Still beatable by one highly skilled fighter or several less skilled ones.  Only problem is that worldgen won't take their ability into account so they will probably die pretty fast.  Extravision also grants immunity to their gaze, so vampires will have an easy time.

This could be a nice system for copying... Like for an eldritch abomination that makes you go insane if you look at it.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Meph on January 24, 2016, 10:52:51 am
Will you only do things that do not require dfhack for this?

I always wanted to write something like shades/spirits that possess a dwarf and open a portal to their realm, teleporting more and more of them into your fortress. I never got around finishing those. Spawnunit-related, of course.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 24, 2016, 11:17:33 am
I'll be avoiding dfhack for this mod.

Can dfhack tie a script to an interaction yet?  If so, your idea should be pretty simple to pull off.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Meph on January 24, 2016, 04:03:13 pm
Script to interaction, yes of course, for many years. It was more the balancing that I had issues with. How to avoid possession, cure it, detect it, when to trigger it... I was using PARTIED_OUT counter for that when testing, that way people that attend parties in your meeting area would trigger the invasion, in your most vulnerable area of the fort.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Cthulhu_Pakabol on January 24, 2016, 09:34:00 pm
Indigo, just wanted to post to say that I'm a huge fan of your work, this included. The magic you work with code is pretty amazing, and I love seeing you add in all these oft-underappreciated creatures. Keep it up!
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 25, 2016, 12:48:32 am
Script to interaction, yes of course, for many years. It was more the balancing that I had issues with. How to avoid possession, cure it, detect it, when to trigger it... I was using PARTIED_OUT counter for that when testing, that way people that attend parties in your meeting area would trigger the invasion, in your most vulnerable area of the fort.

Hmm, well a possessing or body-hopping entity would be an interesting challenge.  I'll see if I can make something along those lines, then the possession effects can be modified accordingly.

Indigo, just wanted to post to say that I'm a huge fan of your work, this included. The magic you work with code is pretty amazing, and I love seeing you add in all these oft-underappreciated creatures. Keep it up!

Thanks!  Do you have any suggestions for creatures to add?
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Cthulhu_Pakabol on January 25, 2016, 01:31:41 am
Thanks!  Do you have any suggestions for creatures to add?

Well, one I was thinking of was the wendigo. Has a deer's head, is thin to the point of being skeletal, with tough, leathery skin, can fly (without wings), and lives in tundras and glaciers. All the old Native American stories about them tend to refer to cannibals turning into wendigos, but I was figuring you could simulate something similar by causing its bite to transform one into another wendigo. Would likely be very hard to kill, though perhaps they could be weak to warmth (being closely associated with ice and winter.)

Another one is the Nachtkrapp, from German folklore. It's a giant, eyeless raven with holes in its wings. If you look into its eyeholes you're destined to die, and if you look at the holes in its wings you're likely to be stricken with disease. I suppose this could function in a similar way as your gorgon code, giving you an option to not look, while having to fight it blind. If you chose to look, I suppose it'd be randomized which part you stared into.



Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 25, 2016, 06:25:35 am
Hmm, well if wendingos were originally humans, eating them would count as cannibalism, right?  Maybe that would be more thematically appropriate...
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Meph on January 25, 2016, 09:03:23 am
Another simple, mythological creature would be a naga, indian style. 7-headed snake. Would be a cool pet, you can buy them from elves, and every year it grows a new head till it reaches 7. Simple to make too, just take a snake with an interaction to transform into a n+1 headed snake after a year.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 25, 2016, 10:13:15 am
I would like to do Nagas, though I've never heard of that particular legend.

Perception of snakes and snake deities are interesting, Chinese loong and the South American feathered serpents are generally seen as good while the western world prefers the evil serpent and dragon, with Naga seemingly falling in the middle.  I'd like to include some kind of benevolent serpent deity without being too redundant.  DF doesn't work too well with benevolent monsters though...
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Cthulhu_Pakabol on January 25, 2016, 01:52:43 pm
Hmm, well if wendingos were originally humans, eating them would count as cannibalism, right?  Maybe that would be more thematically appropriate...

Very good point- in fact, many of the legends include the idea that those who became wendigos only ate human flesh because they were starving and needed to survive. Imagine a glacier fortress, your food supply is struggling, no beasts are coming by- but one of your hunters manages to kill a strange creature out in the snow. You butcher it and allow your dwarves to feast, but they start to feel strange...

Would probably add a bit of [fun].
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: IndigoFenix on January 26, 2016, 12:21:46 am
I added the wendigo as a wild animal and a curse.  They are powerful and crazed, so should be suitable for sociopathic adventurers, though pretty easy to avoid.

Also made gorgons generate through curses to keep them from going extinct too easily (and to fit the original myth).  Player gorgons may be overpowered though, since they can use their gaze without restrictions.

Also centaurs, griffons, kamaitachi, and others.
Title: Re: Mostly Mythical Monsters Modular Mod [0.5: Cat necromancers? Oh, Japan...]
Post by: Cthulhu_Pakabol on January 26, 2016, 01:40:17 am
Awesome!
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: IndigoFenix on January 26, 2016, 05:08:52 pm
Updated with Gorgons and Wendigos.

Also for this update are Kamaitachi (flying weasels with anesthetic venom slashes), Qilin, Loong, Feathered Serpents, and Griffons.

Adamant Lions are another semimegabeast based on the Nemean Lion.  Its skin and claws are as hard as adamantine.  Its skin is still flexible, though, so blunt damage will work.  Its leather has the same properties.

Golden Deer are very rare, fast creatures, sacred to the gods of the hunt.  If you see one, chase it - if you keep up the chase and get close enough, you have a chance of gaining a blessing of enhanced speed that manifests the next day.  HOWEVER, don't actually wound it or kill it, or you have a chance of being cursed with bad luck (like a mummy's curse).

Centaurs are now in and they are playable.  Their personalities are particularly interesting, being a mix of cultured and immoderate.  They are alcohol dependent and will raid fortresses for alcohol, but they also make good teachers when they do join civilization.  They are good runners and fighters thanks to their large size and hooves.  Not such good climbers, though.

Kappas have been modified, they are smaller now (about the size of children) but strong enough to wrestle with the big races.  When their head-plate is wet, they gain almost all vampire perks.  I found that you can also refill your head by spilling your waterskin on the ground and crawling through the puddle, which makes sense; although the infinite water exploit may allow you to abuse this.  They seem to have problems showing up in worldgen, though; you can increase the chances of playable kappas by increasing the savagery of your world (which isn't a bad idea if you want to encounter this mod's creatures in general).
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: Cthulhu_Pakabol on January 28, 2016, 02:23:00 pm
I have another suggestion, one I think would be really fitting for Dwarf Fortress: The Gashadokuro.

They're a variant of Yokai from Japan, described as fifteen times taller than the average person, and said to be made from the amassed bones of those who died of starvation. Supposedly they ambush lone travelers at night, bite off their heads, and drink the blood that sprays out. Pretty straightforward, if you ask me- guess they could be semimegabeasts. Or maybe megabeasts.

(http://www.yokai.com/wp-content/uploads/sites/4/2013/06/037-gashadokuro.jpg)

Apparently they're also supposed to be indestructible and can turn invisible, but I think that'd be a BIT too much.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: Meph on January 29, 2016, 10:05:16 am
If you take mythical monsters because there were mentioned in historical texts, legends, etc, would you consider adding mythical characters too? Icarus, a man who can fly, The monkey king (https://en.wikipedia.org/wiki/Sun_Wukong), who can make copies of himself, that middle-eastern prophet guy called Jesus who can heal you and ressurect the dead...  various saints and real-life hero characters. St. Patrick would insta-kill all snakes that come in sight. ;)
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: Rammok on January 29, 2016, 12:11:58 pm
Hi IndigoFenix,

Another great mod idea. I would love to include it in the upcoming Dark Ages: Chapter II, with your permission.

GM-X
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: IndigoFenix on January 30, 2016, 01:15:36 pm
I have another suggestion, one I think would be really fitting for Dwarf Fortress: The Gashadokuro.

They're a variant of Yokai from Japan, described as fifteen times taller than the average person, and said to be made from the amassed bones of those who died of starvation. Supposedly they ambush lone travelers at night, bite off their heads, and drink the blood that sprays out. Pretty straightforward, if you ask me- guess they could be semimegabeasts. Or maybe megabeasts.

Apparently they're also supposed to be indestructible and can turn invisible, but I think that'd be a BIT too much.

Eh, a giant skeleton with no frills seems a bit straightforward, but why not.  I'll probably just call it a Bone Colossus, though.

If you take mythical monsters because there were mentioned in historical texts, legends, etc, would you consider adding mythical characters too? Icarus, a man who can fly, The monkey king (https://en.wikipedia.org/wiki/Sun_Wukong), who can make copies of himself, that middle-eastern prophet guy called Jesus who can heal you and ressurect the dead...  various saints and real-life hero characters. St. Patrick would insta-kill all snakes that come in sight. ;)

Not as creatures, but they could work as secrets.  Though these particular examples would mostly require dfhack...

Hi IndigoFenix,

Another great mod idea. I would love to include it in the upcoming Dark Ages: Chapter II, with your permission.

GM-X

Certainly.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: Meph on January 30, 2016, 02:03:37 pm
If you take mythical monsters because there were mentioned in historical texts, legends, etc, would you consider adding mythical characters too? Icarus, a man who can fly, The monkey king (https://en.wikipedia.org/wiki/Sun_Wukong), who can make copies of himself, that middle-eastern prophet guy called Jesus who can heal you and ressurect the dead...  various saints and real-life hero characters. St. Patrick would insta-kill all snakes that come in sight. ;)

Not as creatures, but they could work as secrets.  Though these particular examples would mostly require dfhack...
They actually all work with raws, otherwise I would not have suggested them.

Icarus is simply a man with angel wings and FLYER tag.
Monkey King has rotten connective tissue that makes bodyparts fall off, which he animates and transformes into copies of himself.
Jesus has interactions to resurrect dead and raise recuperation to max.
St. Patrick has interactions to target any creature with class:SNAKE, which you would have to add to all snakes.

Anyway, it was more of a question than a suggestion. Just wanted to know if you'd consider mythical characters.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: IndigoFenix on January 30, 2016, 02:29:58 pm
There aren't really any rules to this mod, I'm just trying to add interesting things that people might like to copy for their own mods.

That being said, I think it's a little weird to include mythical characters as their own independent species.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: Teneb on January 30, 2016, 02:30:13 pm
St. Patrick has interactions to target any creature with class:SNAKE, which you would have to add to all snakes.
You could also specify AFFECTED_CREATURE for each and every snake, if you want the default files untouched.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: IndigoFenix on January 30, 2016, 02:41:23 pm
St. Patrick has interactions to target any creature with class:SNAKE, which you would have to add to all snakes.
You could also specify AFFECTED_CREATURE for each and every snake, if you want the default files untouched.

I picked the ichneumon as the token anti-snake creature, mainly by making it virtually immune to poison, basilisk stares, and dragonfire-resistant.

(It's probably just a typically medieval exaggeration of a mongoose.)
Title: Re: Mostly Mythical Monsters Modular Mod [0.7: More Adventuring Monsters]
Post by: IndigoFenix on February 05, 2016, 09:33:18 am
Updated again!

This update adds a few new creatures you can adventure as: Green Men, who can cover the ground in leaves, flowers, and fruit (though they don't need to eat) and Satori, who are small but can read minds (which basically amounts to perfect observer and appraisal skills, along with some other mental attributes at maximum).

Other additions are the amphibious, predatory arctic-dwelling Akhlut, herds of Hippocampi, the colossal Grootslang, the killer rabbit Miraj, the mostly harmless Wisps, the self-healing Phoenix, and the deadly, ice-cold kisses of the Yuki-onna.  Bone Colossi are a new semi-megabeast which is appropriately dangerous, but relatively fragile, their narrow lower spines are their weak point.

Also, a new secret - dracomancers.  They can turn into humanoid dragons, complete with dragonfire breath, and summon draconic minions from enemy corpses.  One of the most dangerous of the 'mancers, I expect.
Title: Re: Mostly Mythical Monsters Modular Mod [0.7: More Adventuring Monsters]
Post by: Shonai_Dweller on February 06, 2016, 03:47:25 am
In the opening post you say everything's modular and no base files are changed, but the current download seems to contain all the vanilla raws too. Are these just copies of the originals and can be ignored? I'd like to use this to play with my own modded game.
Title: Re: Mostly Mythical Monsters Modular Mod [0.7: More Adventuring Monsters]
Post by: IndigoFenix on February 06, 2016, 11:06:15 am
In the opening post you say everything's modular and no base files are changed, but the current download seems to contain all the vanilla raws too. Are these just copies of the originals and can be ignored? I'd like to use this to play with my own modded game.

Yes, they are all unchanged.
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: IndigoFenix on February 12, 2016, 10:04:23 am
A new update, this one adds pretas (Hungry Ghosts):

Pretas will lurk around your food stockpiles, seeking to possess unwary victims and turn them into bloodsuckers.  The possessing spirit will occasionally jump hosts, making them harder to catch than regular vampires.  Locking a possessed dwarf in a room alone may help, but be warned - if deprived of opportunities to satisfy themselves or jump to a new host, the ghost may kill its victim out of spite.

Pretas inhabit each cavern layer, so the more layers you open up, the more frequently they will show up around your stockpiles.  They also live in evil regions above ground.
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: chaosfiend on February 14, 2016, 11:09:26 am
This is an amazing sounding mod. I’ll have to give it a test run ASAP.

As for some suggestions I have:

I know that the mere mention of it puts some dwarves in shock, but what about another big scorpion creature? Specifically, I’m talking about the Girtabilu.
Girtabilu are what you get when someone says: “Hey, you know what would make centaurs better? Scorpion lower Half instead of a Horse!”
Spoiler (click to show/hide)
They would be a Desert/Wasteland response to Centaurs, [assuming centaurs only appear in Shrubland/Plains]. Firing off arrows coated in it's own venom at range, an being able to rend and pierce with claw and tail up close.

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

Another that comes to mind would be the Lindwurm/Linnorm. They are large dragons, though they more fit the title of ‘Wurm’. They are serpentine, generally with no wings, and either no limbs, or one set of frontal limbs. Famous examples of Lindwurms would be Fafnir, Nidhogg, and Jormungander. Based on their lands of origin, (mostly the Nordics), they would mostly live in more frigid and icy biomes.

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

And hey, how about to tie these two concepts together with a nice pretty bow, a Megabeast idea. From Zoroastrian mythology, the creature that brings about the apocalypse is Azhi Dahaka, or Zahhak. A three headed Dragon with insects that crawl over its body, and in some versions, get this: IT BLEEDS SCORPIONS!! It would work likely in a similar manner to Meph's idea on the Monkey king, just instead of copies of itself, it would turn its severed parts/blood into scorpions. So if you manage to pop some arrows into it, but don't kill it and allow it to wander and bleed, you'll soon be swarming in scorpions. I've no idea if this is possible with blood, but just the thought of it sounds so awesome to me.
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: KillzEmAllGod on March 19, 2016, 11:32:56 pm
Kept getting errors with the bone colossus something about the thickness of the tissue for the fingers and toes. Just looked at one and crashed. so I changed something that looked like it needing to have some value.
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE:BONE:BONE:BONE:NONE]
No more errors, I just added in the monsters and nothing else seems to be broken.

That could have been from using DF wanderer.
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: Rumrusher on March 21, 2016, 09:49:57 am
burst in here to wonder if you are designing a mod where a creature can Resurrect you into a different creature type?
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: fearlesslittletoaster on March 22, 2016, 11:17:52 am
Hey, just going to throw this in here in case you ever need some inspiration. I don't know where you live exactly, but an often overlooked source of hilarious fantasy creatures is North American lumberjack folklore. In the 1800s and early 1900s the lumber camps had a long and proud tradition of telling tall tales at night to the new guys, and the best of what they came up with is pretty good. Some are also absolutely murderous...

Here is the link to the generic wikipedia page on the subject:
https://en.wikipedia.org/wiki/Fearsome_critters

And here is a link to a book published by Minnesota's first state Forrester on the subject, complete with illustrations, in 1910:
https://en.wikipedia.org/wiki/Fearsome_Creatures_of_the_Lumberwoods,_With_a_Few_Desert_and_Mountain_Beasts

Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: KillzEmAllGod on March 24, 2016, 10:29:29 pm
Have enjoyed the mod so far, only really have had issues with two creatures.

Brownies: Can't really change their jobs so they do some of the dwarf ones in workshops.
Gorgon: the gaze is rather insane for fort mode mainly because of its range (20 tiles) and it seemed to do it again in quick succession, Then a whole year waiting for the dwarfs to come back. Is there a way to put more syndromes into the ability that trigger (lower chance based on distance) at different ranges? Though thats only if theres a min range option.

The other thing there appears to be a lack of creatures for the caverns, might we get some like cave krakens smaller then the sea ones and more rare then cave dragons but more deadly. Though if only there was reach would it make that creature truly fearsom. Could also shove some of the demons into the caverns that are planned.
Title: Re: Mostly Mythical Monsters Modular Mod [0.8: Body-Hopping Hungry Ghost Posession]
Post by: Taffer on March 24, 2016, 10:49:32 pm
I've enjoyed what I've seen of this mod so far, although I haven't had much time to test it. I did rip out a good portion of the mod, but the extra variety of what I did add is appreciated.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on March 30, 2016, 03:24:57 pm
Updated!  This time there are some more playable creatures:

Girtabilu: Scorpion-centaurs, as suggested.  Deadly neurotoxin included.
Pooka: Kobold-sized shapeshifters that can change into a hare, eagle, cat, dog, goat, horse, bull, or human.  Some minor changes from their base creatures to make them more useful - the cat can see in the dark, the dog has an excellent sense of smell, and the goat can climb.  Stronger forms last longer, and are therefore riskier since you can't heal while transformed.
Tengu: Flying ninja bird people who learn combat skills quickly and can vanish in a puff of smoke, but have trouble gaining armor skill.

More wild creatures:

Kelpie/Nixie: Water horses and water nymphs that can transform into each other.
Wyvern: Venomous flying reptile
Lavellan: Poisonous aquatic rodent
Oni: Mountain ogres that come in red and blue flavors.

And a megabeast, the Lindworm, which is really, REALLY big and has an extremely deadly venom.


This version changes one vanilla file in a minor way - animal people and giant animals are much less common, so you'll actually be able to encounter the monsters living in the savage wilds.
Title: Re: Mostly Mythical Monsters Modular Mod [0.6: Gorgons, Wendigos, and Golden Deer]
Post by: GM-X on March 31, 2016, 01:45:36 pm

Hi IndigoFenix,

Another great mod idea. I would love to include it in the upcoming Dark Ages: Chapter II, with your permission.

GM-X

Certainly.

I'm still planning to add a number of these mythical creatures to DAII. Probably for the next big DF adventurer fort building update. Will also be adding an Ironhand based tileset. Feel free to grab it IndigoFenix, once released.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: chaosfiend on March 31, 2016, 06:45:00 pm
Awesome! Glad to see you added in some of the ones I reccomended.

I have a question though. How does the poison of the Lindworm operate? I read through the raws, and have no idea what the 2 effects of the Lindworm bite actually mean.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on April 01, 2016, 12:03:53 am
I have a question though. How does the poison of the Lindworm operate? I read through the raws, and have no idea what the 2 effects of the Lindworm bite actually mean.

It basically shuts down all of a creature's organs, killing it within a few minutes at most.  Nothing organic is going to survive its bite, assuming, of course, it doesn't flat-out bite them in half.  The good news is that it's a lot less agile and skilled than most megabeasts so staying out of reach is easier.

It also removes the immortality of creatures with acquired immortality (necromancers and vampires), as a reference to how one of them is supposed to kill Thor.  This is functionally pointless though, as such creatures will be killed by its venom anyway.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: KillzEmAllGod on April 01, 2016, 08:26:06 pm
Keep going though please add some ones to the caverns they really urgently need some new creatures both common and rare. I would also suggest to change some of the creatures already there like crundles and troglodyte.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: StupidElves on April 04, 2016, 09:04:39 pm
PTW

I wonder if you could do something with Skinwalkers, you know. That Native American myth about folks that can transform into animals or other humans. Some even transform into animals with human like appearance, so werebeast like. I dunno, it just seems like a cool thing to have in this mod along with all of the other bits of awesome here.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: pikachu17 on April 05, 2016, 10:23:34 am
please add demon pacts. it could be similar to the bogeyhunt, but it's just a single imp, and you. whenever you accept it's newest pact you gain some power(differs on what pact number it is) and the imp gains a new more powerful demon form, ending on an unkillable(in the Halfling scratch mod there was a creature that survived losing all hittable body parts) incredibly powerfull superfast collossal demon made of slade with all the useful no's(NOPAIN,NOEXERT etc.).
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on April 05, 2016, 03:13:12 pm
please add demon pacts. it could be similar to the bogeyhunt, but it's just a single imp, and you. whenever you accept it's newest pact you gain some power(differs on what pact number it is) and the imp gains a new more powerful demon form, ending on an unkillable(in the Halfling scratch mod there was a creature that survived losing all hittable body parts) incredibly powerfull superfast collossal demon made of slade with all the useful no's(NOPAIN,NOEXERT etc.).

This mechanism wouldn't quite work since you can only have one transformation at a time, but demon pacts do sound interesting.  They could be the evil counterpart to leprechauns.  Not sure how they would work though, they should probably involve some sort of curse...
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Starmantis on April 05, 2016, 03:22:13 pm
I had been considering making pact magic for my own stuff, my plans were to have an interaction that gave you a long term debuff and personality change but gave you access to interactions
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: chaosfiend on April 06, 2016, 04:55:02 am
Thought I might make another list of interesting creature suggestions. This time, I’m going to pull mostly from Slavic folklore.

Ala/Hala: A mix somewhere between a Air elemental and a Demon. The form of this demon is not agreed upon, taking on the appearance of almost any beast, but as an indistinct, hazy cloud.  This demon often instigated thunder and hailstorms, which would lead to the ruination of ones crops. It is sometimes heralded by a powerful, resonant hissing sound that comes before dark hailstorm clouds.
https://en.wikipedia.org/wiki/Ala_%28demon%29

Leshy: Massive forest spirits. They much akin to the more common tale of the Treant, mixed with a Forest giant. He is known to lead travelers astray from the road, and have the ability to shift his size  on a whim. While some claim he is evil, many prefer to think of him merely as a guardian of the forest, like some sort of fae. Not evil, but perhaps tempermental.
https://en.wikipedia.org/wiki/Leshy

Personally, while I think of a treant more like a massive tree that looks vaguely humanoid, I imagine the Leshy to look more akin to a giant or ogre made of greenery, perhaps like certain depictions of Forest Trolls:
https://s-media-cache-ak0.pinimg.com/236x/18/2f/7b/182f7baba9c76dee6953ee90295c62c5.jpg
http://orig09.deviantart.net/0d7b/f/2013/029/a/7/forest_troll_by_collettejellis-d5t579u.jpg

Rusalka: Water nymph like beings, though sometimes portrayed as more ghost or vampire-like. They were originally relatively benign spirits, though later folklore makes them much more akin to Succubi, tempting men with their beauty towards their watery homes to drown them or steal their essence.
https://en.wikipedia.org/wiki/Rusalka

Strzyga: Another type of vampire-like Undead, though this one is a bit more odd. A Strzyga is a person born with two hearts, two sets of teeth, and two souls. It is said that when someone who is a Stryzyga dies the first time, only their first soul dies, and the second soul brings the body back to life. They wander, taking the form of an owl at night, and sucking folks blood and entrails out from them. In some versions of the tale, they are not violent themselves, but appear before people as a herald of death, similar to the mythos behind the Banshee
https://en.wikipedia.org/wiki/Strzyga

I was also thinking about adding on Zmey Gorynych, but the slavic dragons really do not have too much that distinguishes them. The only traits that really seem to be somewhat unique is that they have multiple heads (oddly always a multiple of three), and can regrow severed heads like the Lernaean Hydra. Other than that, they are really often just portrayed as somewhat obese, fire breathing dragons.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: pikachu17 on April 06, 2016, 09:18:48 am
are lindworms supposed to have legs and arms?
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: chaosfiend on April 06, 2016, 11:04:57 am
are lindworms supposed to have legs and arms?

Depending on the country in question, Lindworm/Linnorn/ect, translates as either Dragon, or Serpent. The most persistent depiction of them, is the 'wurm' depiction, where they have no wings, and only small, almost vestigial front legs, and move around by slithering like a serpent, or pulling themselves around with their front limbs. Two of the most famous examples, in Fafnir, and Niddhoggr, are often portrayed as wingless, with only two forelimbs, where as Jormungander, another famous interpretation, is portrayed without any limbs, simply being a massive serpent.

It seems that Indigofenix has incorporated aspects of both versions in his own Lindworm. If I read the raw correct, his Lindworm only has a set of arms and no legs.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Teneb on April 06, 2016, 04:06:55 pm
If you want stuff for more tropical regions, I got some regional suggestions for you

Spoiler (click to show/hide)
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 03, 2016, 03:54:36 am
Hey IndigoFenix, how are you doing? :)

I'm back, starting to mod again. I noticed you merged the plump helmet men into this, as well as your sphinx.

I planned on updating Masterwork again and adding optional minor mods into it, something like this:

Spoiler (click to show/hide)

What do you think?
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on May 03, 2016, 04:19:24 am
Niiice.  I take it this works by modifying which files are used?  If so, it should work fine.

I do plan on adding some more content (and improving some old content, like the bogeyhunt), though I have been rather busy as of late.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 03, 2016, 04:36:13 am
Niiice.  I take it this works by modifying which files are used?  If so, it should work fine.

I do plan on adding some more content (and improving some old content, like the bogeyhunt), though I have been rather busy as of late.
Yes, I just finished the UI backend for this. It add/removes the necessary creature and interaction files. I split the mod into these 7 parts, they felt very different from each other. It wouldnt do the wild hunt or the deep ones justice to just add them as "one more monster" into a myth-monster pack.

Only thing missing is a bit more info. I read through this thread, but couldnt find much on how the deep ones/cult work, nor how players actually advance through the bogeymen. I mean, I read the raws, but most players cant do that.

Btw, maybe, probably, most likely, bad news for you: I'm going to take the gnomes out of MDF for now. Its all dfhack, I dont know what works on 42.06 and cant check/update them myself. I hope to rescue some of the content and distribute it to dwarves (tech) and elves (nature), but people were just not playing the Gnomes enough to warrant the work I'd have to put in to maintain them. Sorry.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on May 03, 2016, 04:54:03 am
I could see the reasoning in that.

You might want to ask Milo, the creator of Rubble.  He made a rebuild of the machina code, but I'm not sure if it will clash with the other systems in Masterwork.  At any rate, I did start updating the tinkering to make use of the new menu system.  Let's see what you have for the other races and I'll see if I can come up with something that makes the gnomes worth playing.

As for the bogeymen, you basically get the power to transform basic bogeymen into stronger types, with each type giving you the power to create a bogeyman of the next tier.  You get special abilities for advancing to higher tiers but you still have to survive the night.  It's still incomplete at this point though, since all the tiers are basically the same.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 03, 2016, 06:14:32 am
Ah, so the adv-mode player gets interactions that his character can do. That is the information that players need.

I'll talk to Milo :)
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Mord_Sith on May 07, 2016, 06:00:35 am
Gotta say, I absolutely love the attention to detail you're doing here Indigo; however, one point of contention regarding the preta...

HOW THE FRIG DO YOU SLOW THEM DOWN?!?

The current fort I'm running has gone into a tailspin thanks to these things, it all started with a random werellama showing up, a few preta, then a FB from the caverns, and then suddenly EVERYONE decided that being possessed by a preta was in vogue.

Now half of my fort is in a 'Berserk' state caused by the possession, the other half's barely holding it together, and I have a werellama noble locked in the hospital where it had torn asunder the poor surgeon that was cleaning their wounds.

If you ask me, you may want to add the traditional appeasement method for the preta to cure / dispel the current effects or prevent them from spawning for a short period of time (leaving food out at a shrine) because right now, my fort went from a solid 60 down to 20 and most of my animals have been possessed and become tame murderous monsters.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 07, 2016, 02:47:49 pm
Same question. Pretas are destroying forts, even forts that just embarked. Endless spiral of possession till everyone is dead.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on May 07, 2016, 11:35:49 pm
Whoops.

I guess I made them a little too common.
They are supposed to become more common as you open more caverns but not to fortress destroying levels.  My short tests are sometimes a poor judge for how much trouble a particular element will be in the long run.

Maybe lower their frequency to, say, 1 or 2.  Or lower their biting frequency to make possessions less common.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Mord_Sith on May 08, 2016, 03:02:25 am
FYI they were also possessing people away from the food stockpiles (as I said, they were possessing pastured animals, people in a stairwell from the caverns up to the food supply, etc.) and there's no visibility to them (at least while using Masterwork.) so you can't dodge the blighters.

I'd still suggest some kind of management method (Priests, offerings, hunters, etc.) for a lot of these supernaturals, whether it's Urist has been possessed, or a pariah dog has begun stalking your fortress there should be something no matter how convoluted to abolish these threats.

The benefit of the supernaturals is that you can't clam up your fort and be 100% safe from the terrors of the world, but without a mechanism to cleanse / eradicate the threat, it becomes a lot more like being punished arbitrarily than an additional challenge / dynamic.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 08, 2016, 03:09:06 am
Ok, I'll have a look.

I also got this report, a person embarked near 4 towers, 1 necro, 1 wine, 1 ice, 1 unknown so far... he got sieged, but:
Quote
except winemen and icemen drop all gear the moment they walk onto the map and physically the winemen die from a push,
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: IndigoFenix on May 08, 2016, 03:58:35 am
Well, the liquid minions are pushovers, being made of liquid and all.  Most of the liquid summoners have another spell to fight with; oinomancers have a drunkenness beam for instance.

I'll check out why they are dropping their equipment.
Title: Re: Mostly Mythical Monsters Modular Mod [0.9: Yet more monsters]
Post by: Meph on May 08, 2016, 05:29:55 am
Either lacking bodyparts to wear them on, or no EQUIPS token.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: IndigoFenix on May 11, 2016, 06:29:47 am
So people have been complaining about the pretas, so I reduced their frequency by a factor of 10.

That's literally the only change.

They weren't supposed to be common, they are basically intended to be an occasional threat that can attack you even if you've sealed off the fort.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: Meph on May 14, 2016, 01:49:57 am
Hey, I got another one from Reddit: Ferromancers freeze to death?

Quote
The -mancy secrets seem to behave oddly for me. I found a ferromancer's tower with 3 ferromancers in it, but when I arrived nobody was hostile, the ferromancers were all in the process of dying due to frozen internal organs, and I was unable to learn anything from the slab.

Some more information in case it helps diagnose the problem:
I noticed that the ferromancers' clothing was all in tatters, and after exiting the tower I noticed that my own leather cloak was also slightly damaged, as was the meat I was carrying in my backpack. My armor, leather shield, leather backpack, metal clothing, and bone crutch were all unaffected. A number of bone tools (including a dagger and needle) were destroyed outright (I can confirm that they were destroyed rather than misplaced, because I got a negative thought under "express your feelings"). So whatever killed the ferromancers, I suspect it may have something to do with the airborne effects of killing iron men (note that I did not kill any while I was there).
Regarding the problems learning the secret of iron, I noticed an inconsistency after exiting the tower. I did not gain any acquired abilities, nor did I notice any changes to attributes or needs that would accompany necromancy (I don't know if those are supposed to occur when learning ferromancy), and the alert was slightly different than the one you get when successfully learning a secret, but I did get a positive thought for learning the secrets of metal and legends mode claims that I learned those secrets.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: cerevox on May 22, 2016, 12:50:31 am
Just wandered over from the MW realm with a few comments about Preta and *mancers.

On Preta, even with frequency dialed down, they still kill forts, just a little slower. I was totally safe for the first 3 or so years of the fort, but after opening the 2nd cavern, I started getting a death a week or so. I would get a So-and-So possessed, and then they would either berserk and be put down, or suffocate. So far just those 2 things, but its literally one guy a week, and there is no way to block or protect against them that I can see.

Unstopable random killers are kinda awful. The idea is neat, but there has to be some way to block or kill them, or they just hop from guy to guy, systematically wiping everyone out.

On the *mancers...

I was the dropping stuff report person. The dead walk events are constant, the whatevers they are arrive, promply drop all of their gear, and they are freaking loaded up when they arrive, and then get slaughtered by any old random wildlife. It is understandable that animate enchanted wine may not be physically threatening, but its to the point where I watched a passing family of camels slaughter 20+ mudmen with only a few losses.

Also, after killing them, each of their corpses, or what functions as corpses, gets up and starts moving around, but is friendly. Eventually your fort gets completely swarmed in friendly "undead Mudmen left hand" and other such things. You can order your military to kill them and weapon traps will keep them out of the fort proper, but even so, they probably shouldn't be doing this.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: Repseki on May 22, 2016, 04:34:07 am
Unless they were updated for .43 or changed when brought over from MW (only have the 42.06 MF RAWs atm), the "mancer" minions lack both the [EQUIPS] and [OPPOSED_TO_LIFE] tags, since they are basically just vanilla Fire men with some minor tissue/flavor changes and an interaction. Which explains why they drop everything, and become friendly after the secondary "blob" animate interaction is spammed on every dissected body part.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: IndigoFenix on May 22, 2016, 08:34:10 am
Wait, zombies are now friendly if you don't explicitly give them OPPOSED_TO_LIFE?  This is good news!  Obviously it needs to be fixed for this, but that opens up a whole bunch of new possibilities.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: Meph on May 22, 2016, 10:27:04 am
Wait, zombies are now friendly if you don't explicitly give them OPPOSED_TO_LIFE?  This is good news!  Obviously it needs to be fixed for this, but that opens up a whole bunch of new possibilities.
Ups, completely forgot to report this, but yeah... I found both blood men and wine men dropping their gear. They were local residents, while the necromancer himself was hostile.

It would also be nice to add lockpicking to them, or buildingdestroyer1, otherwise you can embark on a tower and simply lock the doors.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on May 22, 2016, 03:37:08 pm
I updated for DF 43.02.

Pretas have been nerfed further, making them possess less frequently, removing their ability to occasionally kill a host when leaving them, and spacing out their berserking so that they have a smaller chance of actually starting a fight.  (Without going berserk for at least one moment they will not jump hosts.)

The *mancer minions should hold onto their equipment and be properly opposed to life now.  The liquid ones are still probably pushovers, but maybe with weapons and armor they might pose a slightly bigger challenge.

Also I added Pegasi.  (I wanted to call them pterippi, but nobody would know what that meant.  Pedantic...)
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: pikachu17 on May 24, 2016, 09:24:34 am
Regarding the pretas... Could there be a "burn magical incense" reaction that creates a magic boulder that gives dwarves the syn_class of preta interactions,so they can't be possessed, for a while?
wouldn't help a fortress that already has almost everybody is possessed, but it will be a preventative that makes some sense.
Title: Re: Mostly Mythical Monsters Modular Mod [0.91: Preta fix]
Post by: Rumrusher on May 24, 2016, 01:37:49 pm
Wait, zombies are now friendly if you don't explicitly give them OPPOSED_TO_LIFE?  This is good news!  Obviously it needs to be fixed for this, but that opens up a whole bunch of new possibilities.
Ups, completely forgot to report this, but yeah... I found both blood men and wine men dropping their gear. They were local residents, while the necromancer himself was hostile.

It would also be nice to add lockpicking to them, or buildingdestroyer1, otherwise you can embark on a tower and simply lock the doors.
or wall up the doors, or build fortifications or... wait won't this mess with player necromancers as those creatures would be knocking player camps stuff over constant destruction of the carpentry workshop?
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: ungratefuldead on May 26, 2016, 12:13:57 pm
Those pretas are still fortress-killers even after the updates (I think this is after the updates, started the fort the day before yesterday). They only berserked a couple dwarves but they turned 50/80 dwarves in my fort into vampires.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on May 26, 2016, 02:39:38 pm
Those pretas are still fortress-killers even after the updates (I think this is after the updates, started the fort the day before yesterday). They only berserked a couple dwarves but they turned 50/80 dwarves in my fort into vampires.

What?  How many were actually bitten?  Also, are you sure they are actually vampires?  Due to the way the switch works it may cause some false positives when scanning with a third party tool (they technically have the bloodsucker tag, but it is removed by a seperate syndrome).
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: ungratefuldead on May 26, 2016, 10:18:28 pm
Hmm.. the 50 number was from DFHack, so could be some false positives, but dwarves were dropping like flies from exsanguination so there had to be at least a few running around at once. There were also dozens of pretas visible at any given time in the fortress.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: Meph on May 27, 2016, 01:25:47 am
I had other reports where the entire fortress was flagged as vampires.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: ungratefuldead on May 28, 2016, 12:17:14 pm
EDIT: Wrong thread.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: Meph on May 28, 2016, 12:52:15 pm
EDIT: Wrong thread.
Right thread.

Quote
Just had some Undead Water Men show up in a siege and drop all their gear (though they were still quite hostile, until some Giant Alligators shredded them). Not sure if that's a bug or if they simply lack the capacity to use equipment due to being liquids. Oddly their various animated parts (heads, feet, etc.) that were left behind were Friendly to me.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on May 28, 2016, 02:09:16 pm
That's... really weird.  The elementalmen have the EQUIPS tag and the interaction adds OPPOSED_TO_LIFE, so what could cause that?

As for the pretas... I'll need to know more details.  Being flagged as vampires makes sense, but that's more a problem with DFhack's scanner; I suppose it checks whether the creatures have a BLOODSUCKER tag but not whether or not they have an anti-BLOODSUCKER effect active, since one doesn't exist in vanilla.  Due to the way pretas jump around, it stands to reason that they'd wind up flagging the whole fort, but you should only have one 'real' vampire per 'possession' event (and the game should warn you with a message when that happens).  So the question is, is there something wrong with the jumping interaction or are possessions still just too common?

If the problem is with the jumping, that's a significant bug that needs to be fixed.  If it's the latter problem, there are two solutions: either reduce the bite probability (again) or make them VERMIN_GROUNDER instead of VERMIN_ROTTER.  The latter will make possessions much, much less common, since they'll show up randomly scattered around instead of hanging around the food stockpile where dwarves tend to congregate.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: endlessblaze on June 04, 2016, 07:18:56 pm
I'm playing masterwork with mancers on and none of the spells are present. world gen will make the minions, but the mancers will never do so in game play and reading the slab gives only the "secret learned" message, without giving a power.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on June 05, 2016, 09:02:00 am
I'm playing masterwork with mancers on and none of the spells are present. world gen will make the minions, but the mancers will never do so in game play and reading the slab gives only the "secret learned" message, without giving a power.

Are you an elf, vampire, or otherwise immortal creature?  The spells are restricted to mortals, same as vanilla necromancy.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: vjmdhzgr on June 05, 2016, 11:30:57 am
I'm playing masterwork with mancers on and none of the spells are present. world gen will make the minions, but the mancers will never do so in game play and reading the slab gives only the "secret learned" message, without giving a power.

Are you an elf, vampire, or otherwise immortal creature?  The spells are restricted to mortals, same as vanilla necromancy.
I'm pretty sure all those can become necromancers, they just never do in world generation. I know for sure that vampires can at least, as it's a common strategy for easily becoming a necromancer as the zombies will ignore you.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on June 05, 2016, 04:13:44 pm
I'm playing masterwork with mancers on and none of the spells are present. world gen will make the minions, but the mancers will never do so in game play and reading the slab gives only the "secret learned" message, without giving a power.

Are you an elf, vampire, or otherwise immortal creature?  The spells are restricted to mortals, same as vanilla necromancy.
I'm pretty sure all those can become necromancers, they just never do in world generation. I know for sure that vampires can at least, as it's a common strategy for easily becoming a necromancer as the zombies will ignore you.

Oh.  So I suppose the example interaction in the raw/interaction_examples folder is not actually an accurate representation of the necromancy secret...?  I based them off of it, and it has the IT_REQUIRES:MORTAL tag.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: Nahere on June 05, 2016, 06:13:15 pm
Oh.  So I suppose the example interaction in the raw/interaction_examples folder is not actually an accurate representation of the necromancy secret...?  I based them off of it, and it has the IT_REQUIRES:MORTAL tag.
I just compared an extracted necromancy secret to the example one and they're almost identical (the extracted one lacks an arena name), so that can't be it.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: pikachu17 on June 07, 2016, 09:21:34 am
I'm not sure about vampire necromancers, but you do need to be mortal to become a vanilla necromancer. elvish adventurers cannot become necromancers.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: baldamundo on June 07, 2016, 08:10:44 pm
Is there any way of removing pretas without starting a new world? Don't understand what the hell you're supposed to do about them - they count as part of your civ so you can't order squads to kill them and they don't seem to turn up in the Justice screen at all. Even using DFHack to kill them as soon as something gets possessed means you're still liable to someone valuable, and they seem to appear something like once a fortnight, meaning my fort's just slowly being taken apart.

I'm using the version of this mod bundled with Masterwork, if that makes any difference.

EDIT: Okay, I've been actually keeping count and it's more like two a week atm
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on June 07, 2016, 11:07:03 pm
Is there any way of removing pretas without starting a new world? Don't understand what the hell you're supposed to do about them - they count as part of your civ so you can't order squads to kill them and they don't seem to turn up in the Justice screen at all. Even using DFHack to kill them as soon as something gets possessed means you're still liable to someone valuable, and they seem to appear something like once a fortnight, meaning my fort's just slowly being taken apart.

I'm using the version of this mod bundled with Masterwork, if that makes any difference.

EDIT: Okay, I've been actually keeping count and it's more like two a week atm

Try replacing [VERMIN_EATER] with [VERMIN_GROUNDER].  That should make possessions much less common.
It's unfortunate the pretas became so overwhelming... they should be a fun mechanism if they show up once in a while, but since my tests are short I greatly underestimated how prolific they are in practice.

As for those you already have, try drafting them and sending them to fight wildlife.  At certain points in their cycle, pretas are prone to jumping into any creature their victim goes into combat with.  If you're lucky, they will jump into the animal and leave the map with it (or get killed).
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: endlessblaze on June 10, 2016, 06:20:13 pm
I'm playing masterwork with mancers on and none of the spells are present. world gen will make the minions, but the mancers will never do so in game play and reading the slab gives only the "secret learned" message, without giving a power.

Are you an elf, vampire, or otherwise immortal creature?  The spells are restricted to mortals, same as vanilla necromancy.
I'm pretty sure all those can become necromancers, they just never do in world generation. I know for sure that vampires can at least, as it's a common strategy for easily becoming a necromancer as the zombies will ignore you.

Oh.  So I suppose the example interaction in the raw/interaction_examples folder is not actually an accurate representation of the necromancy secret...?  I based them off of it, and it has the IT_REQUIRES:MORTAL tag.

this would be the problem, I prefer to play scubbi when in masterwork
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: pikachu17 on June 29, 2016, 09:34:18 am
How about adding a sciopod? it's a one-footed humanoid that lives in the elephant-ridden plains. Said to be able to kill a elephant with a single kick! but don't worry it doesn't eat meat. or vegetables. or anything. they exist on the aroma of fresh fruit, which they always carry with them
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: Meph on June 30, 2016, 05:06:32 pm
Just wanted to report that I got a siege by lightning men. They dropped all their fancy gear at the map-edge an approached naked.

They are also only 1 of 4 nearby towers, two of which are friendly.

Edit: Even unarmed a single of these lightning men easily kills a group of elephants. I'm not sure if you intenionally made them that strong, just wanted to let you know.

Edit2: Oh, and they conjure bodyparts, like flying "lightning man conjured head/arms/lower body", which are friendly.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: IndigoFenix on June 30, 2016, 06:40:40 pm
Just wanted to report that I got a siege by lightning men. They dropped all their fancy gear at the map-edge an approached naked.

They are also only 1 of 4 nearby towers, two of which are friendly.

Edit: Even unarmed a single of these lightning men easily kills a group of elephants. I'm not sure if you intenionally made them that strong, just wanted to let you know.

Edit2: Oh, and they conjure bodyparts, like flying "lightning man conjured head/arms/lower body", which are friendly.

Yeah, I recently encountered a lightning man tower in my tests.  They aren't supposed to be that overpowered and will be nerfed in the next update.

I'm not sure why the body parts are friendly.  Unless... Wait, I have to test what happens if a zombie raises another zombie.  I assumed that the second zombie would share the loyalty of the first, but it could be that something hiccups and the second zombie winds up friendly instead.

Actually a lot of the 'mancer minions are still very odd.  I found a tower where the ferromancer master died and one of their iron man zombie minions claimed their position somehow.  On a basic level they're just regular necromancers that add a transformation to the raise interaction, so why they should be subject to such weird behavior is beyond me  ???

I'm going to come out with an update soon, with some new mythical creatures added to the list.
Title: Re: Mostly Mythical Monsters Modular Mod [1.0: Update and fixes]
Post by: Meph on June 30, 2016, 07:42:23 pm
No worries, I just hope that the reports help.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on July 01, 2016, 10:57:43 am
Updated!

Some of the 'mancers have been adjusted - minions will no longer animate their own severed body parts.  Keuranomancers have been nerfed - each lightning man can only stunlock one target at a time and only at touch range, so outnumbering them or using projectiles will work.  Hydromancers are a little less of a joke, they and their minions can now suffocate enemies.

The Bloodgod mod has been included, although there is no way to actually summon it unless you manually add [PERMITTED_REACTION:DRINK_BLOODGOD] to the dwarven entity raws.  The Avatar of the Blood God is a stupidly powerful creature (a humanoid made of slade with adamantine teeth, nails, and beard, and magma for blood) that is hostile to everything. so you must lock up the dwarf that drinks the draught before their transformation is complete.  If you keep it in your fort, it will grant combat bonuses to all your dwarves, BUT only if you sacrifice a creature to it every month or so.  Go too long without a sacrifice, and half of your fort will go berserk and try to kill the other half.  And even with the occasional sacrifice, sometimes it will create hidden fun like vampires or necromancers.  Also, if you try and get out of it by killing it in a cave-in, your fort will also go berserk - once you've summoned it, you're stuck (though some migrants might survive if they haven't been made thralls yet).  It...isn't really worth the bonuses, but is meant as an extra challenge.

Besides that, there's some new creatures:
Strigoi (a flying vampire species)
Naga (a little different from Masterwork's Naga so Meph might want to remove them)
Witches (they will give a random month-long curse to their enemies, but will grant boons to their allies - if you can get one to join you, you're in luck)
Kapre (tropical tree trolls)
Mogui (fluffy pets that breed explosively, but can only mate when they are in the rain - which also makes them go berserk and attack all non-mogui.  I should probably come up with a reason why you would want to go through the trouble of breeding them.)
Carbuncle (extremely rare pets that grant protective effects to their owners - or you can butcher them for their ultra-valuable gemstone)
Baku (tapir-sized pets that eat the negative energy of the creatures around them, producing good thoughts - but if left unfed for too long, they might suck out a creature's emotions.  Also be careful of their milk, it's made of concentrated nightmares...though it does give a creativity boost.)
Squonk (constantly crying, and when they get sad enough they melt)
Drop Bear (vicious ambush predator koalas)

And a new semimegabeast, Ammit, hippo/lion/crocodile hybrids that eat souls - anyone bitten by one (that survives) loses the ability to learn and speak permanently.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Meph on July 01, 2016, 11:42:24 am
Just had a giant come to my fort. MEGABEAST! It was then killed by a friendly conjured lightning left arm, which paralyzed and pushed it to death. Not sure but the giant might have suffocated.

I'll put the updated version into the next masterworkDf update. :)

Edit: Next undead siege, this time with proper undeads. Raised corpses. They have equipment and do not drop it. I think it has to do with the transformation.

As you know units drop their inventory when they transform through syndromes (dfhacks transformation script allows them to keep it). Maybe the units get transformed, but dont drop their gear in worldgen, but do so as soon as they appear on the map? That would explain a lot.

Edit2: Mh... some did drop their gear: The named corpses.

Most of the units are "kobold blowgunner corpse" or "orc swordman corpse". But a few are named corpses. These drop their gear.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on July 01, 2016, 01:27:37 pm
It's a common mistake, but with the exception of necromancy(meaning black magic) almost all Foo-mancy actually means the person uses foo to tell the future, not that they have supernatural control of foo. necromancers can either mean black(evil, not skin color) magicians, or people who use the dead to tell the future.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Meph on July 01, 2016, 01:31:59 pm
It's a common mistake, but with the exception of necromancy(meaning black magic) almost all Foo-mancy actually means the person uses foo to tell the future, not that they have supernatural control of foo. necromancers can either mean black(evil, not skin color) magicians, or people who use the dead to tell the future.
We know that, but its a common fantasy trope and the names are perfectly fine for that.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Teneb on July 01, 2016, 02:59:50 pm
It's a common mistake, but with the exception of necromancy(meaning black magic) almost all Foo-mancy actually means the person uses foo to tell the future, not that they have supernatural control of foo. necromancers can either mean black(evil, not skin color) magicians, or people who use the dead to tell the future.
We know that, but its a common fantasy trope and the names are perfectly fine for that.
Necromancer's original meaning is just someone who conducts divination by consulting the dead. I guess you could go with -theurge/-theurgy(unsure on this one) if you don't feel like the 'mancers in whatever you do. Usually nobody really cares, though.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on July 02, 2016, 01:30:12 pm
Yeah, I considered giving them proper suffixes (probably would have gone with -urge) but then it would be inconsistent with the vanilla necromancers' name.  I figured, since this mod is meant to fit into a vanilla world, better to be consistently incorrect than inconsistent.

Let's just say the -mancers divine information from their respective material in addition to controlling/animating it.

I'm finding that transformations along with animation has a whole bunch of weird effects in worldgen (it seems that all transformed zombies function as living creatures - I've seen them take mundane jobs in addition to taking over their tower).  I'm not really sure what can be done about that, though, if it's the transformations themselves causing the bugs.  I've got three options - give them transformed minions, let them make regular zombies, or just leave out animation from the secret, which means they won't make towers.  So... yeah that's basically all there is to say on the matter.  I'm hoping that at the very least this will solve the friendly body part issue.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Meph on July 02, 2016, 01:43:28 pm
You can fix the profession names if you like.

Lightning man papermaker corpse for example, you can get rid of that. Use PROFESSION_NAME:profession-id:name-singular:name-plural for all professions, and add something that fits better.

Blood man ravaging corpse. Orc Uruk re-animated corpse. Things like that.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Teneb on July 02, 2016, 05:13:04 pm
Do these reanimated minions have the same tokens zombies have? It might also be tied to opposed to life. Just guesses, though.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Thuellai on July 03, 2016, 08:24:18 am
Enjoying the mod!  Had a Kamaitachi raid at my latest fortress, well before I'd actually gotten everyone underground (I had done the old 'bring coke and metal ores' trick, so I was still manufacturing my picks)

Their unfortunate victim survived, but all his flesh eventually rotted away and he died, along with a few of my livestock.  Brutal.

EDIT:  Apparently that was an interaction between this mod and Direforged - the necrosis was from a pet in that mod that sprays acid as a defense mechanism.

On the more hilarious side, one of my trading partners has apparently elected a Krampus their emperor.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on July 05, 2016, 01:31:24 pm
It's a common mistake, but with the exception of necromancy(meaning black magic) almost all Foo-mancy actually means the person uses foo to tell the future, not that they have supernatural control of foo. necromancers can either mean black(evil, not skin color) magicians, or people who use the dead to tell the future.
We know that, but its a common fantasy trope and the names are perfectly fine for that.
Necromancer's original meaning is just someone who conducts divination by consulting the dead. I guess you could go with -theurge/-theurgy(unsure on this one) if you don't feel like the 'mancers in whatever you do. Usually nobody really cares, though.
actually We're bouth right. necromancy means both someone who conducts divination by consulting the dead and also it means black/sorcery. I looked it up just yesterday, and it gave both meanings. necromancers therefore are a correct name for the vanilla guys(although black magic doesn't exclusively involve zombie magic.), but all the other ones are incorrect(I haven't checked ALL the -macies but both pyro and geo are just diving by the foo).
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Thuellai on July 05, 2016, 05:13:40 pm
Oooooooooor you could remember that language is descriptive, not proscriptive!  As long as meaning is clearly inferred and communicated, all word choice is valid!
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Dirst on July 06, 2016, 07:35:10 pm
Oooooooooor you could remember that language is descriptive, not proscriptive!  As long as meaning is clearly inferred and communicated, all word choice is valid!
This is a finely crafted foo.  It menaces with spikes of bar.  But what is it?!

The -mancer suffix has a widely-understood, if incorrect, meaning.  No reason to change it.

By the way, the definition of "black magic" that I'd heard is that it is magic cast upon someone without their consent.  That would include just about all of these mages.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Thuellai on July 07, 2016, 03:49:44 pm
Using this and Fortal Kombat in the same game.

Got besieged by an osh-tekk hemomancer.

How appropriate, right?  He's just been meandering around my borders, so I haven't gotten to see what him or his minions are capable of - I'm still training my militia, so I'm not rushing into that fight just yet.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: keupo on July 29, 2016, 12:17:20 pm
I've been using PHM, Deep Ones, and mythical creatures along with my own (simple) mods in a couple of forts now.

I've been getting strange effects that don't seem to be mentioned in any of the threads, and I'm not sure they're intended.

First fort seemed to have a husking mist, but no mist was visible. Ravens and such turned into husks; but without a pause and redirect, and with no visible cloud: also no unusual creatures were present on the unit list.

Second fort, we met the elder god; now there are aquifers in our sedimentary layers -- aquifers are disabled.

Also the octopus tentacle zombie sieges drop all their equipment on the map edge, but I think you already knew that.

It's been fun, but if digging to the magma sea is a death sentence, or worse, aquifer producing; it's not for me.

I'm really looking forward to gorgons and sphinxes. Is the stuff I mentioned Deeps Ones stuff, or is my game bugging out?
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on July 29, 2016, 01:45:29 pm
I've been using PHM, Deep Ones, and mythical creatures along with my own (simple) mods in a couple of forts now.

I've been getting strange effects that don't seem to be mentioned in any of the threads, and I'm not sure they're intended.

First fort seemed to have a husking mist, but no mist was visible. Ravens and such turned into husks; but without a pause and redirect, and with no visible cloud: also no unusual creatures were present on the unit list.

Second fort, we met the elder god; now there are aquifers in our sedimentary layers -- aquifers are disabled.

Also the octopus tentacle zombie sieges drop all their equipment on the map edge, but I think you already knew that.

It's been fun, but if digging to the magma sea is a death sentence, or worse, aquifer producing; it's not for me.

I'm really looking forward to gorgons and sphinxes. Is the stuff I mentioned Deeps Ones stuff, or is my game bugging out?
I don't know about the husking mist. The Tentacle zombies are from Deep Ones, and this problem is common for all necromancer-oids whose zombies transform. the Elder God(also from deep ones) shouldn't have the ability to create aquifers, because this mod doesn't use dfhack. did your map say you had an aquifer on the spot before you embarked? where specifically did you embark to cause aquifers?
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: keupo on July 29, 2016, 02:07:31 pm
The aquifer tag has been removed from the inorganic stone raws, by hand, so maybe I missed something.

Just so long as it wasn't the carp god. Thanks.

I think the husks might have been a bug.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on July 29, 2016, 02:38:48 pm
The aquifer tag has been removed from the inorganic stone raws, by hand, so maybe I missed something.

Just so long as it wasn't the carp god. Thanks.

I think the husks might have been a bug.
The Carp god isn't in this mod
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Dirst on July 29, 2016, 02:46:27 pm
The aquifer tag has been removed from the inorganic stone raws, by hand, so maybe I missed something.

Just so long as it wasn't the carp god. Thanks.

I think the husks might have been a bug.
The Carp god isn't in this mod
You underestimate the Carp God at your peril.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on July 29, 2016, 03:01:12 pm
The aquifer tag has been removed from the inorganic stone raws, by hand, so maybe I missed something.

Just so long as it wasn't the carp god. Thanks.

I think the husks might have been a bug.
The Carp god isn't in this mod
You underestimate the Carp God at your peril.
You underestimate Pikachu17 at your own peril.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: jecowa on August 06, 2016, 10:55:37 pm
IndigoFenix, is it okay to bundle your Mostly Mythical Monsters Modular Mod with Lazy Newb Packs?
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on August 07, 2016, 12:22:46 pm
Yes, as with all of my mods.

Note about this one - you might want to separate the different parts, like Meph did with Masterwork.  Right now there are 7 independent mods included (under the headers of the front page), and some of their changes are more significant than others.  Each group of files with the same suffix can function independently of the others.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: jecowa on August 07, 2016, 02:13:33 pm
Yes, as with all of my mods.

Note about this one - you might want to separate the different parts, like Meph did with Masterwork.  Right now there are 7 independent mods included (under the headers of the front page), and some of their changes are more significant than others.  Each group of files with the same suffix can function independently of the others.

Thanks for the tip.

There's a few files that aren't as obvious as the others.
*_bloodgod.txtWhatevermancers? Bloodgod
*_bogeyhunt.txtBogey Hunting
*_deep_ones.txtDeep Ones
*_hungryghost.txtHungry Ghosts
*_mancy.txtWhatevermancers
*_mth.txtMythical Monsters
*_phm.txtPlump Helmet Men
*_quiz.txtMythical Monsters?
*_wildhunt.txtThe Wild Hunt
quiz*.txtMythical Monsters?
secret_fish.txtWhatevermancers? Deep Ones
wish_done.txtMythical Monsters?
wish_start.txtMythical Monsters?

Is that all correct? Are any of those used by multiple modules?
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on August 07, 2016, 03:37:09 pm
Bloodgod is its own thing, I forgot to add it on the front page.  It doesn't really do much except give you a cheat creature in adventure mode which will cause all kinds of fun if retired in a fortress or if the reaction is added to your entity.  I guess I should detail that better.

Quizzes and wish texts are part of Mythical Monsters, they are related to sphinxes and leprechauns, respectively.

secret_fish is for the Deep Ones.

All the others are correct.

Regarding the Bloodgod mod, it lets you play as or transform a dwarf into the virtually invincible Avatar of Armok.  If you put it in a fort, you have to seal him off and sacrifice living creatures to him periodically (once every 1-2 months).  He will bless all of your citizens with extra combat ability, BUT if you fail to make the sacrifices (or kill him with a cave-in), your citizens will randomly go berserk until they destroy your fort.  Sometimes he will cause problems anyway for fun, like turning random citizens into necromancers and vampires.  Also if he gets out he will kill everyone.  Basically it was made for a 'challenge fort' where you have to keep an evil god locked away and satisfied.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: KillzEmAllGod on October 19, 2016, 04:41:02 am
Any chance of a water downed syndrome version, mainly because some of them seem really broken.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: baldamundo on December 18, 2016, 12:34:42 pm
Is the Gorgon's paralyse effect permanent? Is there any way of healing it? Even with DFHack?? (full-heal seems to momentarily heal it, only to have the effect immediately reapplied)
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on December 19, 2016, 05:14:46 am
Is the Gorgon's paralyse effect permanent? Is there any way of healing it? Even with DFHack?? (full-heal seems to momentarily heal it, only to have the effect immediately reapplied)

It's not permanent.  If you survive, you should be able to change back by sleeping.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: baldamundo on December 19, 2016, 06:27:33 am
Is the Gorgon's paralyse effect permanent? Is there any way of healing it? Even with DFHack?? (full-heal seems to momentarily heal it, only to have the effect immediately reapplied)

It's not permanent.  If you survive, you should be able to change back by sleeping.

How do I get paralysed people to sleep? This is in Fortmode btw
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on December 19, 2016, 11:13:50 am
Is the Gorgon's paralyse effect permanent? Is there any way of healing it? Even with DFHack?? (full-heal seems to momentarily heal it, only to have the effect immediately reapplied)

It's not permanent.  If you survive, you should be able to change back by sleeping.

How do I get paralysed people to sleep? This is in Fortmode btw

In fort mode you just have to wait it out.  It doesn't actually last very long.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Nightcore Angel on January 03, 2017, 02:19:23 am
imma be downloading this ;D
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Nightcore Angel on January 03, 2017, 03:12:40 am
and i did, and now im confused, is
There's a few files that aren't as obvious as the others.
*_bloodgod.txtWhatevermancers? Bloodgod
*_bogeyhunt.txtBogey Hunting
*_deep_ones.txtDeep Ones
*_hungryghost.txtHungry Ghosts
*_mancy.txtWhatevermancers
*_mth.txtMythical Monsters
*_phm.txtPlump Helmet Men
*_quiz.txtMythical Monsters?
*_wildhunt.txtThe Wild Hunt
quiz*.txtMythical Monsters?
secret_fish.txtWhatevermancers? Deep Ones
wish_done.txtMythical Monsters?
wish_start.txtMythical Monsters?
the part of the mod that i have to copy into my raws? because i had other mods i play with, and ive manually combine those mods, when i download your mod, there are bunch of files which seems as if like you copy your whole raws instead of just the mods, and i fear if i simply drag and drop, i will overwrite all my hard work poured into manually customizing my DF
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on January 04, 2017, 10:36:19 am
If you have changed vanilla DF files, you shouldn't copy/paste the whole folder.

This mod makes has no changes to any vanilla DF files.  Each part of the mod is its own separate group of files with a common suffix.

So you can just copy/paste all the new files.

Alternatively (easier option), you can copy the whole folder, and when it asks if you want to rewrite files just say "no".
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: Taffer on January 04, 2017, 10:55:21 pm
If you have changed vanilla DF files, you shouldn't copy/paste the whole folder.

Why include the vanilla raws at all? It is a little confusing. Users can just copy and paste over vanilla DF.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2: Bogeyhunt - The Dark Prophecy]
Post by: IndigoFenix on January 15, 2017, 02:46:11 pm
Update!

The bogey hunting game is finally done.  Sometimes, when fighting bogeymen, you will be given the power to "advance bogeyman to Tier 2".  If you're strong enough to wipe the floor with normal bogeymen (haha), you can advance them to progressively higher tiers.  In order to unlock the next tier, you have to make contact with the blood of a bogeyman of the last tier.  There are 7 tiers in total.

Spoiler: Bogeyhunt Tiers (click to show/hide)

It's quite a challenge.  Still possible though.  Every time you advance a bogey to a new level, you have a chance of gaining a random bonus syndrome.  The higher you climb, the more powerful these syndromes will be.  If you win you basically become Nyarlathotep.  Have fun spreading the Dark Prophecy and making the whole world go insane!

Also there is now a hidden automaton civ.  They will live in 3 caves on the whole map and will never leave, unless another civ encounters them, at which point they will proceed to spread out and conquer every settlement they can reach.  That's the theory anyway.  For some obscure reason they seem to get wiped out quite easily in worldgen, despite being absurdly powerful in combat.  I might have to work on them a bit.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2: Bogeyhunt - The Dark Prophecy]
Post by: Wyrdean on January 17, 2017, 09:51:42 pm
As a Challenge I decided to kill an Elder God, Let's just say my now armless,legless,soulless Almost Bodiless Hero, Zombie, Vampire, Necromancer, Hemomancer, lithomancer,Magmamancer,Thrall,Fog Zombie,King-killer is feeling Pretty Accomplished.

But no joke Those Elder Gods Are Tough.....  :D :P
Been Killing Hordes of Night Creatures and I dare say I know why I fear the night.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: pikachu17 on January 18, 2017, 02:02:34 pm
If you have changed vanilla DF files, you shouldn't copy/paste the whole folder.

Why include the vanilla raws at all? It is a little confusing. Users can just copy and paste over vanilla DF.
I agree with this.
Title: Re: Mostly Mythical Monsters Modular Mod [1.1: The Witching Hour]
Post by: IndigoFenix on January 18, 2017, 05:28:40 pm
If you have changed vanilla DF files, you shouldn't copy/paste the whole folder.

Why include the vanilla raws at all? It is a little confusing. Users can just copy and paste over vanilla DF.
I agree with this.

I think I did it originally because people were confused about how to install it.  Anyway, I took all the vanilla files out of the last update.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2: Bogeyhunt - The Dark Prophecy]
Post by: Nahere on February 11, 2017, 07:20:56 pm
So I've been trying out the bogeymen stuff and found a few problems:
Edit: On further examination it appears a rift will not use its suck breath power because it cannot speak.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2: Bogeyhunt - The Dark Prophecy]
Post by: ReynTheLord on March 02, 2017, 06:52:29 pm
Spoiler (click to show/hide)
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: IndigoFenix on March 03, 2017, 03:00:18 am
Just a small update to fix some persistent issues.

[VERMIN_EATER] and [VERMIN_ROTTER] have been removed from pretas, making them much less problematic.  It seems these tags override FREQUENCY to some extent.
The final bogeyman transform interactions have 100% probability, and the rift has been altered to make it capable of inflicting its syndromes on larger creatures.  Bogeymen also have increased bravery to keep them from running away.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: pikachu17 on May 09, 2017, 09:27:24 am
The plural of sphinx is sphinges.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: lawlzlo12 on July 18, 2017, 05:34:27 pm
I have been trying to transform the bogeyman but i do not know how do i have to make skin contact to upgrade one or use advanced interaction?'
EDIT: I was looking at the raws for clues and found that maybe they have to hit me?
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: Torchwood202 on August 23, 2017, 09:11:07 pm
There is supposedly a informative segment on the Deep Ones mod within the Masterwork guide, but I am unable to find it.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: IndigoFenix on August 27, 2017, 04:45:21 am
The first bogeyman advancement ability happens randomly; it is given to you through a line of sight interaction from a particular kind of bogeyman.

Once you upgrade a bogeyman, you gain the ability to upgrade further by making contact with or drinking the previous level's blood.  I.e. you gain the ability to create a level 3 bogeyman from a level 2 bogeyman's blood.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: Asin on September 15, 2017, 12:11:43 pm
Where may I find the raws for your automatons?
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: Warlord255 on February 19, 2018, 04:16:07 pm
Necro'ing thread to second the question about the automatons. Their body plans seem to be in the folder, but their creature raws are not!
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: Gigabytebob on April 23, 2018, 09:27:44 pm
sorry about the necro but may i borrow some of the stuff from leprechauns specifically how they do wishes
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: IndigoFenix on April 24, 2018, 12:21:10 pm
Sure.
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: Gigabytebob on April 24, 2018, 07:42:37 pm
thanks
Title: Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
Post by: SpeardwarfErith on August 15, 2018, 06:52:28 pm
In the spirit of this thread, I am here to necro it.

Do the plump helmet men still work? I came here from the original plump helmet men post where you mentioned that they do not.