Bay 12 Games Forum
Dwarf Fortress => DF Suggestions => Topic started by: Iä! RIAKTOR! on November 15, 2020, 02:41:45 am
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If I understand right, DF currently have codes that can be used (with a little changes like renaming, resizing et cetera) for procedurally generate and then spawn some of planned night creature types.
Raising of ghosts by necromancer. Why they are not in current release?
Evil savage beasts, like hexapod capybaras. Their bodies can be generated the same ways as FBs and experiments in current game. They just created by evil regions, not by histfig. Evil carps shall be like this, but aquatic.
Grendels, aquatic trolls. They can just live in water, like oceans, lakes, rivers. They not need boats now. If bogeymans was added with not all features, swimming trolls can be added too.
Cursed seafarers. The same, as aquatic trolls. They can be water version of intelligent undead, spawned by region (not histfig). Before boats, they shall just swim.
Constructed creatures. They can be done like experiments, but needs some RCP bodyparts for grafted weapons and extra butcher objects for using this weapons by adventurer.
Animated furniture. For firstly adding, game needs only new itneraction type, based on undead animation, but that can animate furniture, not corpses. And also bodies for each furniture type. This may be regional interaction like in current regions that reanimate corpses. When you embark in that, you will fight with your own chairs!
Animated trees. A I know, modder LargeSnail made them by DFhack, so they needs a little coding for first arrival.
Stalkers. They needs a lot of coding. But if trying to make them fast, they can be done as replacement of Murderous Ghost and with poperties from Intelligent Undead, they spawn as ghosts do, but healed and with real bodies, respawning after each death.
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Animated furniture would need a lot more. It need to be determined what parts they use for movement, what parts for fighting and how much of it is vatal for surviving, or we are stuck in the undefeatalbe first Zombie versions we had before pulping.
Where would the Ghosts for Necromancers come from? If the ghosts don't linger around because of improper burial, they currently just vanish. I thing this needs the multiple planes and afterlife changes from the m&m update first.
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Ghosts were part of the plans. Ghost code is too buggy.
Toady mentioned it in the devblog, it was put off.
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So right now most of the planned stuff actually is impossible iirc. RAISE_GHOST exists but doesn't work at all, and ghosts themselves are crazy buggy. Haunted furniture and constructed creatures run into the problem of mixing different "types" of object being an absolute nightmare ATM. While you could sorta make something that pretends to have artificial body parts it would be so hacky that it would all have to be completely thrown out when making the real thing. Animated furniture would just be like, animals that the descrition says look like furniture, you wouldn't actually be able to sit on haunted chairs and stuff. Aquatic creatures themselves are, technically, totally implemented, but they'd be kinda worthless right now. Like, what's the point of ghost pirates if they don't have a ghost ship to ride on? They'd pretty much just be like tomb zombies, except unlike tomb zombies they don't even currently have any structures to spawn at.