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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IndigoFenix on March 04, 2016, 08:57:47 am

Title: Undertale Mod [0.3]: Monster language and magic-channeling wounds
Post by: IndigoFenix on March 04, 2016, 08:57:47 am
Long ago, this world was inhabited by a race of monsters...

This mod adds the monsters from the game Undertale as a playable race.  Monsters can use magic bullets to attack their foe's willpower directly (using pain effect), but are weakened when running away, or when their enemies want to kill them.  Which is most of the time, being enemies and all.  Also their attack skills drop when they are crying.  Prepare for an extra challenging game if you try to fight your enemies.  You'll have to increase your monsters' combat hardness if you want to fight effectively.

Adventurers may have an easier time, since all RPG adventurers are possessed by the spirit of violence and are therefore able to refrain from self-weakening.  But be warned that if you cause your monster to cry, they will still be weakened.

Monsters come in many shapes; most of them are basically just animal people though.  Some unusual ones are Woshua (who will clean up their allies), Vulkins (who spray magic lava that will heal monsters but burn non-monsters), and Pariahs (who give much-needed combat boosts but have really, really annoying personalities and cause bad thoughts).

Now with annoying dogs!

Download (http://dffd.bay12games.com/file.php?id=11827)
Title: Re: Undertale Mod - Initial release
Post by: Doren on March 04, 2016, 09:23:40 am
Are dogs annoying enough in this mod?
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 04, 2016, 10:16:02 am
Are dogs annoying enough in this mod?

Oh man... you're right, I totally forgot the Annoying Dog.  They'll show up in the next version.  Probably an item thieving wild animal.
Title: Re: Undertale Mod - Initial release
Post by: Orbotosh on March 04, 2016, 12:19:13 pm
Dwarf Fortress: A game that proves that humans are psychopaths when given the ability to do almost anything they want without any consequences.

Undertale: A game that mercilessly punishes psychopaths who abuse their ability to do anything they want without any consequences.

I see nothing wrong with this.
Title: Re: Undertale Mod - Initial release
Post by: Rydel on March 07, 2016, 10:31:57 am
Since they are done using castes, and each type of monster looks drastically different, decently looking graphics won't really be possible.

Which is, in a way, a good thing, since when I saw IndigoFenix made an Undertale mod, my reaction was "*sigh* Sure, I can make graphics for that.  I didn't need this free time. Stupid brain."
Title: Re: Undertale Mod - Initial release
Post by: Rumrusher on March 07, 2016, 03:09:44 pm
kinda wonder what changes this mod going to do that dwarf fortress already has in vanilla?
I guess making loads of dangerous interactions and setting the usage hint to greetings and watch a bunch of dwarves/humans/whatever gonna be in this mod deal with monster bards who causes dust knockdown attacks.

edit: okay took time to re-read the OP and notice that was covered.  with variation of unique interactions though that lava bit seems like a Forest fire waiting to happen... which is good because that's what I expect from a walking volcano.
okay so
Spoiler (click to show/hide)
also would this mod work well with Putnam's Homestuck mod?
Title: Re: Undertale Mod - Initial release
Post by: DoktaYut on March 07, 2016, 04:06:19 pm
Hmm, some testing in arena shows the bullets don't really seem to do much, at least in the encounters I've tried so far.

By the way, is the unconsciousness effect for them in the raws supposed to not have brackets? Is it dummied out or was that genuinely intentional?

EDIT: Further investigation proves me a bit wrong, it IS doing something, but you need a crowd of monsters for it to start having an effect (AKA a pain knockout). Probably better that way. Everyone seems to start out crippled, however, that or a starting 0.323 speed is natural for monsters.
Title: Re: Undertale Mod - Initial release
Post by: Putnam on March 07, 2016, 04:44:33 pm
You're lucky I've obsessively memotized the entire soundtrack and have been playing DF-style guitar for 4 years.
Title: Re: Undertale Mod - Initial release
Post by: Admiral on March 07, 2016, 11:20:34 pm
Is the download page working? or is it just me?
Title: Re: Undertale Mod - Initial release
Post by: darkflagrance on March 07, 2016, 11:23:45 pm
Is the download page working? or is it just me?

DFFD seems to be down, that's why.
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 08, 2016, 12:35:24 am
kinda wonder what changes this mod going to do that dwarf fortress already has in vanilla?
I guess making loads of dangerous interactions and setting the usage hint to greetings and watch a bunch of dwarves/humans/whatever gonna be in this mod deal with monster bards who causes dust knockdown attacks.

edit: okay took time to re-read the OP and notice that was covered.  with variation of unique interactions though that lava bit seems like a Forest fire waiting to happen... which is good because that's what I expect from a walking volcano.
okay so
Spoiler (click to show/hide)
also would this mod work well with Putnam's Homestuck mod?

Most monsters won't use bullets as greetings, only Vulkins (who are monsters that, in Undertale, attack you because they think their lava heals you).  It isn't hot enough to ignite most materials, just enough to cause burn damage.

Everything is modular as usual so it should work alongside any other mod.
Title: Re: Undertale Mod - Initial release
Post by: Putnam on March 08, 2016, 12:37:24 am
the homestuck mod uses custom music and if i ever decide to get off my ass so will this

also, maybe... a custom opening scene?? that sounds fun

seriously, I had so many plans for an Undertale mode that never ended up going through because i realized that none of it actually involved a damn mod
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 08, 2016, 12:48:53 am
the homestuck mod uses custom music and if i ever decide to get off my ass so will this

also, maybe... a custom opening scene?? that sounds fun

seriously, I had so many plans for an Undertale mode that never ended up going through because i realized that none of it actually involved a damn mod

What do you mean, an Undertale mode?  Like, using malevolence values to alter attack damage, or soul stuff, or...
Title: Re: Undertale Mod - Initial release
Post by: Putnam on March 08, 2016, 12:58:00 am
I meant mod there. That was a typo.

And I meant that almost all of my plans involved music and other presentation stuff.

I did think mildly of boss monster aging, some sort of unique reproduction system (and by "unique" i mean "copied whole-cloth from Fortbent") and, yeah, maybe some soul absorption stuff. Dwarf Fortress is remarkably receptive towards soul stuff. I mean, utterly remarkably, seriously, that soul vector isn't used for anything.
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 08, 2016, 05:42:49 am
I assume that souls will be developed more in later versions of DF.  The next arc will involve more magic, gods and mythology, so maybe we'll see some afterlife related stuff.

I have done some soul related dfhack experiments, but I typically prefer to keep my modding projects and scripts separate.
Title: Re: Undertale Mod - Initial release
Post by: King_of_Baboons on March 09, 2016, 12:59:27 pm
Would like this mod more if it wasn't Undertale related.A mod like this would do well on its on and doesn't need to be attached to Underpants in my opinion.Still,it adds so much more challenge to not being able to fight and stuff that I can't just not download it.
Title: Re: Undertale Mod - Initial release
Post by: Orbotosh on March 09, 2016, 06:23:32 pm
Would like this mod more if it wasn't Undertale related.A mod like this would do well on its on and doesn't need to be attached to Underpants in my opinion.Still,it adds so much more challenge to not being able to fight and stuff that I can't just not download it.

Why would changes based off of Undertale not be associated with it?
Title: Re: Undertale Mod - Initial release
Post by: Putnam on March 09, 2016, 06:56:43 pm
To appeal to people who go out of their way to whine about others liking things they don't like because they have the social capabilities of a particularly intelligent snail.
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 10, 2016, 12:18:50 am
Someday I will make a mod that comes entirely from my own ideas instead of being franchise based.

It will be weird.
Title: Re: Undertale Mod - Initial release
Post by: Putnam on March 10, 2016, 12:23:08 am
I tried that once.

The game wouldn't have my shit and completely failed to break, despite my urgings.

This was what the first creature raw looked like, approximately. It loaded. It showed up in the loading screen, and the tiles went apeshit since I didn't define any for the creatures. But the game itself, somehow, decided to ignore it.

Code: [Select]
creature_creature

[OBJECT:CREATURE]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE]
[NAME:creature:creature:creature]

[CREATURE:CREATURE:CREATURE:CREATURE:CREATURE:CREATURE:CREATURE:CREATURE]

this didn't even show symptoms of duped raws, i was so disappointed

from that day forward, i decided: i won't try to break the game again, it's too tame

I know for a fact that I want things in a mod, though. DF already has things, unfortunately. Demons, angels, forgotten beasts, titans. All are very thingy. But they have descriptions that are quite descriptive. It's better not. Better not. I don't want to know what the things I'd make would look like and neither do you. ASCII has the brilliant ability to do that.
Title: Re: Undertale Mod - Initial release
Post by: ImACatNamedGloves on March 27, 2016, 12:04:46 pm
Hello hello!

This mod causes my Dwarf Fortress copy to crash on world gen, when generating history and finalizing sites. The crashes cause no error logs.

Anyone with the same problem here?

PD: The entity_undertale file has duplicated entities for elves, kobolds, humans and goblins. I think we have to delete it?
Title: Re: Undertale Mod - Initial release
Post by: IndigoFenix on March 28, 2016, 09:56:43 am
Ah, yes, you're right.  It should work if you delete everything under the monster entity.
Title: Re: Undertale Mod - Initial release
Post by: CantaNope on April 13, 2016, 01:59:38 pm
Hello hello!

This mod causes my Dwarf Fortress copy to crash on world gen, when generating history and finalizing sites. The crashes cause no error logs.

Anyone with the same problem here?

PD: The entity_undertale file has duplicated entities for elves, kobolds, humans and goblins. I think we have to delete it?
same exact problem: World gen freezes then closes. I have no idea how, but the absolute first time I used the mod (before removing the raw dupes), it was able to generate a world, and I wound up a blind jerry, and crashed after a short while. However, after that I was not able to generate a new world, before or after removing the raw dupes. I have one world saved that crashes when creating a character at the point where you would finish creating and start playing.
Title: Re: Undertale Mod [0.2]: Less bugs, more dog
Post by: IndigoFenix on April 17, 2016, 04:00:23 pm
Yeah, I didn't really do a lot of testing for the first release.

This one should be much better.  I cleaned up the creature file to stop the worldgen crashes, fixed up the monsters that were unable to stand or see, and removed the duplicates from the entity file.  Worldgen works fine now and all the monsters are functional.

I also increased the potency of the bullets and slowed their firing rate so that fighting monsters is more functional.

Annoying dogs are now in the game, they are wild animals that steal items.  They are benign, but very hard to catch or kill.  Also they leave dog residue lying around sometimes.

Next I might focus on making the different monster types more unique, right now most of the animal people type monsters are pretty much the same except for their size.  Maybe write up a language file too...
Title: Re: Undertale Mod [0.3]: Monster language and magic-channeling wounds
Post by: IndigoFenix on April 22, 2016, 06:25:34 am
This update adds a monster language.  It also adds a mechanism where, if a monster is wounded by another monster, it unlocks their magical potential, giving them a random magic power for them and increasing their defensive power permanently (note Undyne's missing eye), and giving them the title of 'mage'.  It happens in worldgen, but is extremely rare (and most of the time it happens the injured monster dies in that very fight).  Fire and snow monsters cannot learn a special skill, but automatically start with fire and ice magic.
Title: Re: Undertale Mod [0.3]: Monster language and magic-channeling wounds
Post by: DarthBoogalo on September 15, 2016, 12:54:43 pm
I found a typo, I think. In CASTE_NAME.

   [SELECT_CASTE:FIRE_M][SELECT_ADDITIONAL_CASTE:FIRE_F]
      [CASTE_NAME:fire mosnter:fire mosnters:fire mosnter]
      [DESCRIPTION:A fiery humanoid made of dust and magic.]
      [ODOR_STRING:ashes]

Sorry if this is a bad necro. I figured it's okay, the thread was on page 2.

Edit: I think certain monsters will get negative moods from not wearing clothing they cannot equip.
Title: Re: Undertale Mod [0.3]: Monster language and magic-channeling wounds
Post by: tonnot98 on September 15, 2016, 01:08:41 pm
I wouldn't have found this beauty if you didn't necro the thread.

Shame that it seems like the mod... turned to dust?