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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Ieb on November 19, 2010, 09:23:12 am

Title: Lore/AdventureQuest mod. Looking for a new owner!
Post by: Ieb on November 19, 2010, 09:23:12 am
Potentially important announcement 13/2/2015:
Because I'm busy with all sorts of crap, and this mod is woefully out-of-date with all the updates to DF lately with running, new trees and all that crap, I can pretty surely say that under my ownership this mod is dead as a fucking dodo. But since it'd be a shame to just leave it like that, if anyone wants to pick this up to develop further by themselves, go ahead and do it. Just try not to go insane over my "unique" approach to solving problems that arose along the way, har har. Picking up pieces to implement to your own works is okay as well. I think Masterwork has a few artifact pieces in it from this thing, or just with the same name. Credit me if you think it's necessary(hint: it's not).

It took well over a month for me to screw around with this thing, getting critters to work, figuring out crap and so on, but finally this thing is "okay enough" for my taste. So here I am, presenting you a product of modding that I'm sure someone more skilled could have pulled off a lot better but hey, we can't always have perfect AND nice things. I'm sure this mod is neither of those two examples. BUT ANYWAY.

(http://img4.imageshack.us/img4/6461/loremod.png)

Link to the mod in DFFD (http://dffd.wimbli.com/file.php?id=4421).
As this mod now uses VBASE, I should note that it overwrites the body_default.txt file in raw/objects, but it also has all the vanilla body parts of that file within it's own files. So if you've edited your body_default.txt file in any way for your own playing purposes, you might want to back it up.
Thanks to Captain Mayday for coming up with VBASE and making it simple enough so even idiots like me can figure out how it works! (http://www.bay12forums.com/smf/index.php?topic=62500.0)

Once upon a time, there was a campy Flash game called AdventureQuest. It still exists, but has changed a lot during the years. And one day I thought that hey, it might work out to be an interesting modding experience since the earlier days of the game had a lot of funky creatures thrown into the world. Not that the stuff today isn't any funkier, but it's lost a lot of the "let's throw this in for the hell of it" feel. Although, personal opinions hurp durp have played the game for years and acting as a cranky old man who says "things were better in the good old days".

So anyway, I threw myself at creating this thing, and god damn did it take long. If I managed to mod in fifteen creatures a day I was going at a fast pace, most of the time I didn't even get that fast ahead, modding them in, then going to arena and checking if they worked. And oh god all the time I spent figuring out why they weren't using any real attacks. And unless I suddenly hit my head to the wall at the end days of the mod, everything should attack with more than bodyslams.

So what did you add in?
I lost count around 200, but there's a crapload of creatures from AdventureQuest, and I picked a few things from DragonFable as well to fill in some biomes, or just because I could. Those are hard to differentiate at times for me, so yeah.

Creatures worthy of note would be zards, the bipedal lizards who lurk where-ever they can, really interested at stealing your food or anything shiny that distracts them from a meal.

Another thing, are the dragons. Oh god those damn dragons. They're like vermin creatures in AQ, frigging everywhere. There's craploads of them from all 8 elements and some special ones, which unfortunately I couldn't really have acting out as they should in DF as of now. Maybe one day when we get some "magic" going on and yeah. Anyway, dragons want to steal your crap as well. And they really hate you. What with spitting fire and maim and tear and yeah. Cage traps are advised.

Then comes a large variety of critters, humanoid or just funky fantasy creatures.

And did I mention every creature is a large predator? Just like in AQ, everything wants you dead. From the lowliest of zards to behemoths and dragons, they are interested in tearing out your insides and feasting on them to their hearts delight. So far with my meager Adventurer experience I've had a few interesting experiences with them. Like that skeletal malgru which swam up from a river and latched on me, and the pack of nightzards that then tore off my head. Or that ambush attack from bandits that ended with me not even having to fight them, because a bunch of zards attacked them before I even saw 'em, and tore everyone to pieces.

Civilizations.
As I scourged the insanely long list of AQ creatures, I picked up a few of the more intelligent ones that made it in as official civilizations. There's, what, 30 of 'em in the mod. And here they are, starting from the civ you control, the Adventurers. Spoilered, for easier reading and yadda yadda yadda.
Spoiler (click to show/hide)

So what else is there?
Some plants and trees that I found mention of, thanks to mah bro for searching even better than I did and finding a lot more. Edible, brewable, millable to dye, these are meant to add to the vanilla-plantlife of DF rather than replace it. Since there's not really a lot of 'em.

ARTIFACT WEAPONS! This one took a while to compile, going through the list of weapons AQ has(which is a LOT) and picking the best ones or the ones I remember fondly. Years of playing that game tends to leave some impact along the lines of "I remember when this weapon used to be GOOD". They're all ridicuously powerful. I sort of just threw numbers and figured that if a Spear of Awe can sever bodies with a stab, it's A-OKAY in my mind.

A funky language for Adventurers. This one took a few days to finish. Just picked a pre-existing language-file and went through the Internet for names. I did it quite shamelessly, so if someone notices something familiar, you know who to blame for being a stealing bastard. Example of the names I picked up would be an Adventurer I recently had through misfortune.

Nothing-but-femurs Right-handedpitchfork. Got his head cut off by an ebil scythe he was supposed to kill. Very sad.

Is there anything else I should know about?
Version Drakonnan introduced the Adventurers as a multi-national entity(that's a good way to say it, right?), so now besides the castes being human Berserkers, Paladins, Rogues and so on you can also get moglins, drakels, nagas and others to migrate to your fort, functioning as proper citizens! They all have some jobs they're better-than-most at learning, listed below.

Spoiler (click to show/hide)

It should be noted that because I am a lazy bastard, you should check only the latest posts from me to see what's been done regarding this mod.
Title: Re: Lore/AdventureQuest mod.
Post by: Deon on November 19, 2010, 10:32:33 am
That ERROR ERROR with the voice is pretty easy to fix.

I didn't think someone would make a mod out of Adventure Quest. Now when I think about that, it had lots of cool and funny monsters. Do you have all different types of Zards and a Zardmaster? :)

I've played that game for some time too.
Title: Re: Lore/AdventureQuest mod.
Post by: krisslanza on November 19, 2010, 10:41:37 am
Oooooh, now this is a nice surprise. I remember all the time I spent playing AQ, DF, MQ, and AQW... good times. I should try again, but blargh, so lazy now :P
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on November 19, 2010, 11:12:15 am
Deon: Thought about adding Zardmaster, but then I started to think about how there's a crapload of zards, and even when the idea of yearly zard invasions is amusing, I decided against it. And there could only be ONE Zardmaster. Unfortunately that isn't supported yet. Sad face. : (

In the end, zards live where-ever they can, and steal whatever they can get to. There's the first-gen zards, then the one's Zardmaster created, and some of the "newest" Zards that the guy made. I think there were some insect-mixed ones released a while ago, but I was pretty accurate with the colors and everything, so if there was a critter that I couldn't find a relevant picture of, it didn't get added. GoldenZard made it in too because I could.

And vorpalzards spit carrots. BECAUSE I COULD.
Title: Re: Lore/AdventureQuest mod.
Post by: KaguroDraven on November 19, 2010, 12:04:50 pm
There where basic zards, zardmaster made them better, someone else made even betterones, I'm not sure who.
Title: Re: Lore/AdventureQuest mod.
Post by: Aarik on December 13, 2010, 08:15:13 pm
Sorry about any necroing this may cause, but: Why are the Dragons divided up into different species by age?

Just alter the BABYNAME and CHILDNAME tags to the correct setting, done.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on December 14, 2010, 05:36:48 am
As far as I remember, there's some stuff that makes that not work as it should. Like, babies are always ridiculously sucky, crawl around and like to jump down to their deaths if they can.

Whatever shows up on your map is always a grown member of said species. I figured the way it's currently like would be better than "oh god another grown dragon is approaching to rampage".

Something has to be done though. Messed about with the mod a little. Noticed the need when my noble mandated that someone's unknown frozen creature substance items had to be made, and couldn't be exported. I think she implied she wanted someone dead.

Assuming right now that it's because of the Undead civ and the problems they have due to "too many castes". Experiment to use the CV_whatever to separate the creatures to their own mentions, and make the civ creature use those failed. A lot of "nothing" listed on Arena mode, which when chosen to place, crashed the game. So I culled the civ creature file a little. Now it's down to 8 undead things.

I'll run a big check through the creatures next. Right now, I wonder why was I so retarded that I thought adding baby stages would be a good thing. "Baby Chimera has given birth to a Baby Chimera baby!"

Ergh.

Someone punch me in the nuts, please.

I guess I'll edit out genders from the baby/young dragons. That might make sense. Somehow. IT'S MAGIC I DON'T HAVE TO EXPLAIN IT.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on March 08, 2011, 02:48:28 pm
Woo boy! It's taken a long time, and constant "I should update my mod now that the new stuff is out", but here it finally is.

An update to the god damn mod!

Behold this changelist, in case anyone cares the mod's over at DFFD, linked at the very first post's top.

Spoiler (click to show/hide)

Maybe at some point I should look how to make artifact armor. I'm sure there's some way to make insanely defensive crap.

Maybe when something new pops up on DF and I again have to update this.

EDIT: You know, sometimes I hope that I would become a good enough code-worker to do more conclusive tests, before finding glaring errors in my OLD code that makes me bury my face so deep in my palms that I grew sprouts.

A bunch of fixing was thrown at the mod, ending in the removal of the Devourer's minions, why? Because I realized the method I used to integrate them into the mod(all aliens with different body-structure) was probably what was causing some crash issues in the past that always seemed sporadic and without explanation. I'm sure I did a lot more but right now I'm so pissed at myself that I can't remember what it was.

Undeads got some fixing too. And they even work!
They lost the Fatalis from their units, but I'm sure Demios will pick up the slack. That guy raped in the arena when I tested whatever I changed in the mod. Down went everything from civvers to a void dragon.

Update arriving soon, as soon as I finish a proper test that there's nothing wrong. HOPEFULLY.

God I suck at this.

EDIT2: Well I updated the file. Should be without glaring issues this time. The sort of glaring that even I notice, that is.

Let's hope that means everything.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on March 09, 2011, 07:27:02 am
Despite the fact that this looks like a blatant attempt at bumping my own topic, the fuck-up from last night/early this morning(REMEMBER KIDS, DON'T MOD AFTER MIDNIGHT, YOU'LL DO STUPID SHIT) warrants a post about it.

Sure, I fixed a few issues with the mod, but do you know what I also did? I apparently at some point removed the Adventurer entity file from the mod.

You'd think only stupid people do a mistake like that, and you'd be right. I am not a clever man, but a mistake like that, now that's fucking horrible.

HURF DURF SMASH BUTAN RELEASE MOD

And then you forget to actually include a playable civ in the god damn ZIP.

Argh. Ergh. Aargh.

Well, there's some good things to go with it as well though.

Fatalis is back thanks to a sudden "WHAT IF I DO IT LIKE THIS" modding experiment that allowed me to give it wings again. And only it has wings out of all the undead, and the ability to fly too. Hooray.

Some other messing about was done as well, dracomancers now have skin while half-dragons have scales, same for shevite and nogh'da, in that order. Nogh'da also have tails unlike the shevite.

I was sort of hoping the next time I'd post in this thread was a few months later after it's sank to page 29385 or something, but nooo. I got to do something to prove how inept I am at this modding business and make my way back here to tell everyone about it.

Maybe NOW I've managed to have everything in working order again, as well as functioning as it should.

Anyway. Updated the DFFD once again. And in case you are one of those few people who DL'ed this mod since my last post, I am truly sorry for your lots.
Title: Re: Lore/AdventureQuest mod.
Post by: JediaKyrol on March 09, 2011, 10:11:29 am
my half-asleep brain read that title as "Adventure Time" mod...

but this is pretty math too
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on March 26, 2011, 10:12:58 am
So to celebrate the upcoming fixes on hospital and whatever-we-got-again, I started working on the mod a few weeks back!

Well I found, unsurprisingly, some glaring things that made me wonder what the hell had I been smoking while I had been modding this thing together, since I hadn't noticed things like the Harpy and Minotaur civ's both using the vanilla DF creature entries for 'em. No wonder all those Minotaur caravan guards showed up as * Lord's and the harpies didn't have any gear with them!

Other things that I did was throw in tools to the races because I totally forgot we had those these days. Naga's and Gorgon now got proper description for their skin&scale colors too. Gatta somehow were missing a description, but a quick look on the AQ 'pedia told me exactly why.

Their god damn description is only about the individual you're fighting. Fluff, how does I handle it? Well I wrote in something but who cares, they're big lion/lioness people, rawr.

That's about it though.

DFFD has been updated again and... yeah.
I don't know why I bother because no one cares, but at least this keeps me busy and randomly entertained while testing it out.
Title: Re: Lore/AdventureQuest mod.
Post by: Crazy Cow on March 26, 2011, 10:23:33 am
OH GODS YES I LOVED THAT GAME WHEN I WAS A KID
I am stealing your Zards. I loved those things. And the worm men. And the vampires (who are infinitely better than the werewolves). And...
Well, I'll dl now and tell you how awesome it is once I play it.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on March 30, 2011, 01:10:57 am
Steal my creations eh? Go ahead. Hope you won't be disappointed, but I have a gnawing sensation there's still something that I've missed. Which makes me a saaaaaaaad panda. Your comment also makes me sad when I think about how an old man is still playing that game and kids hit full nostalgy drive when thinking about that game. Oh well, such is life in Soviet Russia.

Maybe at some point I should look into the "non-organic" pets like pet rocks or the assaultmecha and tinker with 'em to try and see if I can remove such things as pet rock/assaultmecha leather. Curse you NOSKIN tag, what good are you these days!? Probably the easiest thing to do would to remove the skin from their tissue layers. Probably won't mess with 'em too much.

Not really sure where to go with the mod from here on. There's always checking for new monsters they've thrown in AQ but most of those aren't really worth the trouble. Latest I think are some bosses, human-opponents in quests or wars or those steampowered undead they threw in lately. Wouldn't be too hard to throw those in to the Undead list, but ehhh. Can't really say they'd be more than a renamed standard skeleton warrior.

Maybe I'll try and make some artifact armor pieces. There's loads of those elite tier armor sets anyway. I guess I should look at the tokens for armor and see if there's anything funky that can be done besides "LETS THROW IN RIDICULOUS NUMBERS". Can shields be made sharp enough to cut through flesh like a sword or any edged-weapon would?

I doubt it, but maybe I'll find out! Horned helmets with a gore-attack option would be nice too, but I'm THIS sure that's impossible as well.
Title: Re: Lore/AdventureQuest mod.
Post by: NobodyPro on March 30, 2011, 02:15:24 am
I needed this. Your approach to modding and posting is refreshing and the subject matter causes more nostalgia than hearing a new Ratchet and Clank game has been released (there's an idea... *designs new mod*).
About your adventurers, if I currently wasn't trying to rewrite half a book in four weeks I would whip up an example of how you could do the three classes. Here's the thing, my current mod's main civilization has upwards of forty castes, each with it's own body composition, attacks and attributes. Next step is descriptors and tissues. Lots is possible using the caste system, just think outside the box.

Edit: You should ask for this to be put on the community mods and utilities list.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on March 30, 2011, 03:14:37 am
Hmm. I'm not really that good of a modder. I know what all the tags mean and what they do when I write them like this or like that, but I don't actually understand them. Somehow. That's meant to make sense, I think. I don't know.

I MIGHT try tackling the caste system again for the Adventurers at some point. Maybe. I like to tread a fine line in modding, trying to keep the whole together and still be spiced up a little different so it's not "GENERIC CREATURE MOD #848, NOW WITH WINGED DOGS WHOO BOY!" but at the same time, making things too complex isn't really what I want to do either. There are enough OCD people out there, I don't want to start forcing them to tweak their military forces to the absolute best if I somehow managed to give each caste some combat area they excel at. Although last time I tried failed, but that was like half a year ago or something so maybe I've learned something/I fucked up something and didn't know it! Or maybe it's just how the system works and I can't fix it.

And I don't think this mod is good enough to be in any list for the time being. Still have some things that are fucked up, still need to test the hostile races in combat and see how they fare. Go through some sieges and so on. Haven't seen any undead ambushers yet, or the demons. Those two are somewhat special so I'd like to see that I haven't made an undefeatable enemy or something stupid like that, or that the demons are burning hot enough to effectively boil your soldiers alive before they manage to kill 'em. EDIT: Although I could of course do the sensible thing, and test this out in Arena. It just takes so long that I've strayed from that option, equipping everyone with weapons and armor and setting skills... ergh.

I'm not sure about my "fix" to the main problem I witnessed during early stage testing, that the god damn dragons who are everywhere like to raid your settlement and usually end up attacking someone, often using dragonfire which in general causes anyone touched to have their fat melt off and bleed to death. So what did I do? Removed fat from adventurers. They're slim, mean killing machines, all muscle, no fat! Then I noticed that dragonfire causes their bones to get burnt. Not expected, but it doesn't seem to cause any sort of problems besides the burnt mention remaining.

Don't really know what to do about it. I could just add fat back in, but it'd make the mod a tad too hard since even with Frequency of dragons set to 1-5 they're still pop up somewhat commonly. Removing dragonfire from 'em is one possibility, but that'd make the dragons too easy to kill. Replace it with firebreath? But right now I haven't really seen firebreath work once like it used to work in 40d.

Got to think on it a little more. Throwing in the default tissue/material/whatever-it-was file with fat's melt temp raised a bit higher could be one solution, but that might conflict with people who've modded their tissue files before my jerk-of-a-mod goes and replaces it.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 02, 2011, 03:07:33 pm
Once again I post. Why? Because a new version is up!
Why? Because it turns out, I'm still an idiot!

So long story short, this guy is testing the mod a tad along us playing a community fort deal with it, so he then comes up and goes all "yo man what's up with all these error log mentions I don't understand shit".

So I check what's up, and immediately I figure it out. Me including that body_default file as a hotfix for the deep and raspy voice errors that I got and thought "I FIX IT LIKE THIS" ended up fucking around over his vanilla game when the mod was thrown in. Giraffe's for example were dicked around with and refused to work, and of course if you play the latest DF version and have vanilla creatures along this mod, my platypus entry will fuck up shit hardcore because unlike me, it knows that Toady threw in a platypus creature.

So I threw AQ at the end of my platypus entry, and that was that, hooray! I also managed to fix the voice issue from before because I suddenly thought "maybe that's what Toady did to fix it" and wouldn't you know it, I was right for once! No more body_default file for this file that'd I would be forced to update all the fucking time, ha ha!

I also included a reaction for centocor's so they'll show up with ice bars. These babies won't melt except in magma, so yeah! ...they helped me find out there's not a FIXED_TEMP tag for metals anymore, or then I fucked it up but whatever this works too. ...assuming that what I threw in works as intented and yeah.

I can't remember if I messed around with anything else though. Probably not.

Here's to hoping there's nothing blatantly wrong anymore! Ha ha!

EDIT:
Also, here's something extra. A worldgen entry which let's you create the world map from AdventureQuest. Due to how DF handles map generation though, it's not exactly accurate and... well yeah. There's 3 continents and some islands, so some civ's probably will end up stranded but hey, maybe you'd find it interesting.

http://www.mediafire.com/?6laip2lm16vz9jy

Only 25 civ's can be placed there though.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 03, 2011, 03:41:17 am
I'm again posting on this thread. And I hate it. You know why?
Because every time I have to post on this thread, it's because of a mistake in the mod, an error, or something that just causes me to go "Oh my dear lord". Most of the times it's by my hand that they've been given flesh, but I'm not going to give them any god damn tribute.

So long story short, throwing in the Ice metal? Yeah, turns out that despite me having the bright idea of checking it moments before updating the mod, and finding out that FIXED_TEMP doesn't work with metals anymore AND me going all the way to the zip file to update the Ice metal raws, something went horribly wrong. It was 2 AM so it was to be expected, but that doesn't mean I have to like it.

I fucked up at some step and the wrong raw for the Ice metal was uploaded instead. So once again, I'm forced to update ONE LITTLE THING that I managed to fuck up in royal fashion(sorry to all you 5 people who DL'ed the mod's updated version), but on the bright side, this time I even had the energy to check that there's nothing wrong anymore, and triple-checked that the zip I uploaded is correct and the file has nothing wrong in it anymore. I just checked it again. All correct and shit.

Because there's nothing I can really do to make this any better, at least try to enjoy the picture below which I believe is the best way to describe what I look like whenever I show up on this thread or when I mod something into this thing.

Spoiler (click to show/hide)
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 07, 2011, 01:38:15 pm
Oh boy, do you know what time it is!?

It's time for 1.6 version of this mod! Despite the fact that I know nothing about how you are supposed to define version numbers, but hey whatever.

So what did I do this time, you ask?

Well shut up and let me tell about it!

- Guy told me that Adventurer's had really sucky creativity values. In comparison, dorfs had a max of 2250 or whatever, Adventurers had 1500. Decided to be a cheap jerk and just copied the dorf parameters on Adventurers, especially since I found out all their physical and mental abilities were also subpar. Now they're not as subpar. Hooray!
- Threw in said physical&mental params to other civilized creatures as well, some special caste guys have higher numbers than others but whatever.
- The Bionic Shamrock, Can-Can Cannon and Assaultmecha are finally properly made out of metal! However, in doing so, the Assaultmecha have become unstoppable killing machines that will wipe out hordes of enemies by themselves. Theoretically, at least. They're made of steel, so yeah. They can take a lot of punishment and deal out even more. You probably could leave an entire fort's defense on a few of these guys and never have a military of your own.
- Pet Rock's also now made out of stone. Hooray.
- Brand new artifact things! ARMOR. 25 of 'em, however on my delving to the magical world of "how the hell do I mod in armor" I found out that the system is a tad clunky right now. So what did I do? Decided to abuse the system for all it's worth. All the artifact armor pieces function as a full set, protecting a looooot of bodyparts. You can still equip other gear too so there's even more protection to be had. But because I HAD to be a jerk, some of the artifact armors are leather-based, others cloth-based. Because HAHA I'M THE BOSS AROUND HERE.
- As result of how I suddenly turned Assaultmecha into properly functioning machines of mass destruction, a lot of the races were given METAL_PREF. Should show up clad in some MANLY metals now.

I wish I could say that I've tested everything in this, but unfortunately all I have managed is to check that the new creature editions work properly. Well besides checking the armors in Arena and seeing that yeah, they cover a lot of the body(how can you block a kick in the eye with 'em though what the hell).

Ever since I had to format my Windows partition and re-install XP, I've had some mysterious DF crash issues. At least I HOPE it's because of the new XP somehow being fucked up, but that guy who's doing some bug-testing for me has said that the mod runs stable for him so I hope it's just my comp being stupid. Maybe the legacy DF will work better and it's something with the SDL throwing a fit?

Well whatever. I think that's about all, folks!

EDIT: Oh right, a lot of PRONE_TO_RAGE addings were done on various creatures. Because everyone loooves some RAGE, right?

Well I found out that whenever a creature rages, it pops up a combat report, even if the creature is too afraid to actually attack anyone. Whoops. At least it gives you some sort of warning, right?
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 15, 2011, 03:14:58 pm
Oh look, it's this mod again.

You bet your ass it is! Thanks to school hitting on me like lonely prom night nerds hitting the punch bowl, I've been more or less busy but hey, I had a free night, why not spend all of it typing away some blatant mistakes?

Thanks to mah bro for pointing the following out:

- Adventurers had the reactions to make soap properly, BUT I apparently at some point thought it would be a really great idea to remove the Soap Maker's workshop from them. I don't even want to know when this happened. Or how.
- Umazen, Naga and Gorgon got some tweaking done. On what? Professions! Apparently an all-female race having "swordmen" show up was odd, I don't know I said, but then the guy says that yeah it's odd so I go fine, I'll fix the damn thing. Because I'm an unimaginative jerk though, Umazen right now have legionnaires and centaurions leading 'em, naga's and gorgons share the same unit name things. I'm not going to list 'em here because no one cares, really.
- Pet rocks can now TACKLE. I worked all night on this one. That and I finally figured that yes, there IS a tag for tissue that makes a creature have inorganic structure that works like stone. Now finally, we can have pet stones, well err, stone people to death.
- Adventurers didn't have "permission" to build trap components. I never noticed because I haven't used traps in ages. Default ones are now available to 'em, so yeah. Have fun trapping your entrance corridor? Personally I'd just put a dress on it and some makeup.

But that's about it. Next update is whenever I can bother to look if there's something minor to add in to the mod. Not much to do anymore, because everytime I seem to post here I fix a bunch of shit that any decent modder would have fixed by the first release. Not at 1.07.

If this even qualifies as 1.07.
I don't know. Next version will be Apple.
Title: Re: Lore/AdventureQuest mod.
Post by: Deon on April 15, 2011, 03:24:13 pm
I want an orange, not apple. :3
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 15, 2011, 03:25:06 pm
Fine, just for you next version will be Version Orange. But we're definitely going Apple the one after.
Title: Re: Lore/AdventureQuest mod.
Post by: Deon on April 15, 2011, 03:29:30 pm
Make an apple orange version for double points.

Speaking of which, does your mod have apples or oranges?
Title: Re: Lore/AdventureQuest mod.
Post by: Jeoshua on April 15, 2011, 03:33:59 pm
I just wanna say.  I love the work you've done here.

But it crashes in worldgen every time for me.  Granted I have alot of megas running around in the early years of my world, but taking out the Adventure Quest megas and regenning a world (with the same number of beasties) made the crashes stop.

I don't know which one is doing it, but there is some dirty code somewhere in there.

Sorry to be a bummer.

Now, if you've done some work on the megas in the past 4 weeks (when I last downloaded) maybe this complaint is moot.  But if you haven't, please look at them.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 15, 2011, 03:42:34 pm
So wait, you just removed all the megabeasts?
That actually would make my work a lot easier if you managed to pinpoint a crash issue. And no, I haven't messed about them in ages. Wonder what's causing the issue then.
Will check into it. Tomorrow. After schoolwork and shit.

But hey, I can tell you this, you're not missing much. MB's never really have been spectacular outside of worldgen kills and name-taking, unless specifically modded to be so.
This mod is more about the horrible horrible wildlife that want to kill everyone you know, and probably set the rest on fire.
Title: Re: Lore/AdventureQuest mod.
Post by: magmaholic on April 15, 2011, 03:48:02 pm
you can add icebreath to the ice dragons,when you havent yet.
i saw that code uploaded somewhere.
oh,and earth dragons could breathe molten rock,which driescools quickly.
Title: Re: Lore/AdventureQuest mod.
Post by: Jeoshua on April 15, 2011, 03:48:24 pm
oh, the regular beasts are working quite excellently, in that reguard.

I assure you x.x
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 15, 2011, 03:53:00 pm
Just one last thing that I'll ask before going to sleep, when the game crashes, is it prior to worldgen starting to write down history or after a few years?

Quote
you can add icebreath to the ice dragons,when you havent yet.
i saw that code uploaded somewhere.
oh,and earth dragons could breathe molten rock,which driescools quickly.

Hmm. The ice breath thing might be worth checking out, but I already fear it'll end up spitting some frozen extract that will get carried frigging everywhere and it becomes another fortress-hazard that needs DFhack to clear. Will check it out regardless though. Earth Dragons though, ehh, that's one thing. Right now though, isn't that sort of impossible? Last I heard, spat rock is shot as a solid glob of the stuff, so magma would be more like pieces of stone and so on.
Title: Re: Lore/AdventureQuest mod.
Post by: magmaholic on April 15, 2011, 04:00:05 pm
well,i modded my chuck norris character to BLEED MAGMA.
that turned to stone.
quickly.


spitting rocks/dust is more real,yeah.

EDIT:TIGER FROG-EATINGCRACKETEER?

OH MY GAWDY DERPENSTEIN!
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on April 16, 2011, 06:57:59 pm
Version ORANGE is here(along some stupid MS Paint art I apparently made years back, all there in the first post)!

Quite fast, yes, but I decided to work fast.
I was unable to get the crash to occur like Jeoshua reported, regarding the megabeasts of the mod, but hey, at the same time, I threw those things into a file of their own so if anyone has the same suspicions, just delete creature_AQmega.txt(before generating a world, that is).

- Roc's(the ones in this mod) now finally have 2 heads! And I noticed I had fucked up something regarding their body parts because they had double the legs they should have. WHOOPS.
- Fear Drake's armor now functions better.
- Adventurer nobles were fucked around with, titles capitalized, Dictators and above the guys leading aren't elected anymore, but appointed as monarchy.

And that's what I can remember it's 3 AM damn it guys I'm going to bed.
Title: Re: Lore/AdventureQuest mod.
Post by: Ieb on May 10, 2011, 04:09:31 pm
Here's version APPLE!

Thanks to school, work and whatever I've become insanely busy. I got most of APPLE's stuff done a week or two ago, but until some far day in the future I don't really have the time to work on the mod's finer details that much so I'll just let you people have what I did manage to make.

And what is that?

Well here's the summary(what I can remember)!
- Capitalized the Adventurer noble titles because THAT ONE GUY told me it'd be better like that. I guess he's right so I did that.
- Frost Giants, Tundra Reavers, Frost Kingdom guys and Helves all are now NO_EAT and NO_DRINK. Living in glaciers or tundras, these guys tended to starve to death really fast a lot of the time, so this is a fix until some later version where we might get something like meat-production going on in civ sites, or is that being planned? Well whatever.
- Some more megabeasts! Including the following: Dracolich, Ultra Magma Fire Dragon, Ice Demon(drops an adamantine Frozen Claymore when killed), Blizzard Dragon, Djinni, Earth Sorceress, Sandy Claws, Snow Golem and of course, Carnax, who's favorite thing in the worldgen is to kill demons!

And I can't remember anything else. If I did something, it probably isn't that important.
Title: Re: Lore/AdventureQuest mod. UNDER RECONSTRUCTION DUE TO MODDER STUPIDITY
Post by: Ieb on May 18, 2011, 03:36:37 am
Oh look, I'm posting in this thread again.
IS IT A NEW VERSION? Hell no, completely the opposite actually.

I deleted my DFFD file for this. Why?

Well today I decided that before I get started on studying for upcoming tests, I should check on something that's been bugging me for a while. Random looks to the Legends file that I tend to do have caused MYSTERY CRASHES. First I figured it was some entity creature causing issues, so I tried sorting those out. Edited this and that around some of 'em, and finally I got a world to gen to 150 years and with Legends that didn't have a crash when I quick-browsed to the end of the list.

Annnd of course soon after I threw all the entities back to do ONE MORE TEST, it crashed again. Damn it, oh well time to sort out again right?

Well with just the Adventurers I noticed that there was still a crash issue. So I have come to the conclusion that it might not be the entity creatures at all, but some of the mod's wildlife, probably some creature that's taking a lair and starting to mess about and then causing a crash because fuck-if-I-know-why.

So for the time being I'm taking the mod down because if there's one thing I don't like, it's making a mod that may have an issue with a wild creature that MIGHT even pop up during Fort Mode and cause the whole god damn thing to crash.

Once school ends and summer vacation starts, I'll be tackling the entire mod and doing some proper mod creature messing about. Probably make the mod creatures more specific txt files than 2 files where every single fucking one of them is thrown. Should help me pinpoint the problem anyway. Hopefully.

I figured that I could go for some extra insanity too and try out vBase, that looks like a decent way of doing stuff with creature variation and shit. Maybe it would even make the mod a tad better, WHO KNOWS, I don't, I haven't looked into it too much yet and how it'll affect the creatures.

But yeah. I suspect it'll take at least two weeks before I start work on this and probably two more for me to finish work on all the creatures again. Sorting them out isn't going to be a problem, but finding what the hell among them is being stupid, now that might be a challenge.

I'm sure it's going to be something painfully obvious, but whatever man.
I'll try to get this up and running in a month or so. Maybe sooner, depends how much work I got ahead due to summer and farmwork and yeah, you know what I mean.
Title: Re: Lore/AdventureQuest mod. UNDER RECONSTRUCTION DUE TO MODDER STUPIDITY
Post by: Serrational on May 18, 2011, 10:26:25 am
Hope this gets up soon, seems like a great idea.

Played AQ for.... too long, and I'm too proud to give it up.
Title: Re: Lore/AdventureQuest mod. UNDER RECONSTRUCTION DUE TO MODDER STUPIDITY
Post by: Ieb on May 18, 2011, 02:00:04 pm
You think that's bad?
I still play it at times. And I was also the first guy to get to level 130 when they raised the level cap there.

GOOD TIMES.
GOOD TIMES.

all those hours wasted

EDIT: Update log so far:
I frigging love VBASE. Especially for having stuff that can make body tissues and materials much tougher. Dragons surprisingly are going to be big bad-asses. Pretty sure artifact weapons made of their bones will be pretty good too. Or not. The x3 bone value has 4500 for MAX_EDGE. Iron has 10k. I'm sure the other numbers mean stuff too but I figure you just can't beat a good metal blade, even if you have a long sword made out of plasma dragon spine.

Dragons have been thrown into their own file. About 1/3rd done with them. Pretty good results so far.

Acidragon got the material upgrade first and I threw it against a bronze dragon to try it out. Acidragon was victorious and only suffered a few bruises. Other tests showed that yes, they're bad-ass with the material upgrades.

This will make for HILARIOUS occurrances with wild dragon attacks, but also makes them a lot better at defending your place than they are able right now.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 22, 2011, 10:22:38 am
You remember when I said it'd take me a month to redo this mod?
Yeah that was a lie.

So these two past two days I've been sitting down and going through creature after creature, upgrading, improving and god-knows-what, while I should have been studying for a math test tomorrow, but I just can't help it, I love you guys SO much!

Well anyway.

Lessee, what's new.

Dragons are now more bad-ass.
Some wild creatures have become more bad-ass.
Megabeasts are now more bad-ass.
I finally did something I should have done a long time ago and gave all the Adventurer castes their own descriptions, since they're supposed to be different classes. They don't really show up that much ingame though, but now at least you'll know who is who. If you care.
A lot of the domestic animals can now also appear in the wild.
Vampires and Werewolves are now Night_Hunter creatures and will randomly kidnap neighbouring civ people to turn 'em into, well, vamps or werewolves.
I messed around the artifact weapon file too a bit more, trying to give the numbers a bit more variety. They're still good weapons, but some are better than others. I think. Assuming I understood the numbers correctly.

That's about it though.

But Mr. Ieb, does this mean you found and fixed that crash issue you were talking about?
Ha ha, of course not!

I tried to find it, but really, I have no god damn idea what it is that's causing the crash. There aren't any error log mentions either, and sometimes it occurs with this setting and then it doesn't with the exact same setting(meaning same creature and entity files). It only seems to happen in Legends mode though so there's at least SOME good thing about it.

But I WILL try to find it!

After next week. That's when exam week is over and I can finally relax and start doing work on the mod that I should have been doing only next week instead of this weekend!

Let's just say that this is my gift to you, my friends, who obviously survived the Rapture.

It's either that or Heaven/Hell is a lot more boring than I imagined.

Ignore the fact that I'm basically using you people in a bug-search of sorts. At least I assume this is a bug-search. THAT ONE GUY who uses my mod says he's never had a Legends mode crash, but I'm not going to rule it out as my comp being stupid just yet.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: brendanfox1 on May 22, 2011, 12:52:59 pm
Werepyres. you forgot em. also, there was a dude who made AQ videos on youtube, Zeruel or something.  maybe you should try to find him or something.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 22, 2011, 01:13:02 pm
I never was really that big with the concept of Werepyres.
We already got Vamps and Lycan, so why would we need a new civ that is just the two combined? I MIGHT add 'em if I think there'd be some merit in it. Maybe after we get the new version and curses and so on. Assuming that they work the way I think they will.

Also, uhh, why would I want to contact Zeruel? Just asking.

Anyway.
I've been going around MSN and asking people to help me out with the Legend crash issue. The results have been... Odd.

Out of 4 people who have tried my mod(myself included), 2 have had the Legends mode crash issue while the other 2 have not. I just got done talking with one guy about testing it and apparently his Legends Hist. Figures list worked just fine.

I'll try to talk to more people and have this checked out. It might be that it's something about my OS fucking around since both people who didn't have the crash issue were on W7.

But if YOU PERSON WHO MIGHT DL THIS MOD would like to help out, just PM me whether or not you have a crash issue when checking the Legends>Historical Figures of a world generated with this mod and what OS you have. I've had the issue start popping up at around 100+ years but it MIGHT appear earlier. If it does at all.

Assuming we get enough data on the crash, I could rule it out as a weird fucked up problem with the operating system.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: brendanfox1 on May 22, 2011, 01:18:52 pm
there probably exists somebody on this forum who is an AQ expert.  Also, i still use my werepyre armor for the double hit and slight healing.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 22, 2011, 01:23:34 pm
I MIGHT be one.
I started playing around the end of '03, or the early '04. Can't remember.

But anyway.
I think I got the aspects of AQ pretty well covered right now. Checking the Pedia if there's any new monsters that I could add, pets and so on.
Thinking about it, I COULD add the Eclipsus at some point. Or whatever they were called again. They look interesting enough. Maybe a babysnatcher+night_creature civ... That might make 'em accurate regarding the fluff I've managed to gather about 'em so far.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: brendanfox1 on May 22, 2011, 03:35:43 pm
there is an AQ wikipedia. win.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 24, 2011, 04:27:52 am
Well, that's math test done. Now I just need to wait a while to find out whether I failed horribly or not, ha ha!

Well anyway. A thought crossed my mind just now and I figured, hey, why not ask about it here, where all the people who play the mod show up!

While we can't currently have multi-creature forts, where members of more than one species are around as functional members of the entity, I thought "why not mess about with castes?"

There's a crapload of civilizations in the mod so I might try and see how well things would work if we could get "outsiders" of those civ's to migrate into Adventurer forts/cities. Shouldn't be too hard, they are humanoid for the most part so it'd be just a matter of copying some of the extra bodyparts for all their caste mentions and the rest would work out pretty well. I think. Will do some testing on it later on. The Clawg and Gargel might pose an issue since they aren't humanoid, but ehh I guess it's time to find out how well they'd function.

I MIGHT also be able to make it that only the Adventurers would be able to breed without taking away genders from the outsiders. Will need to test that as well. If not, well uhh, I guess then it'd just be that the crab-people (http://i68.photobucket.com/albums/i34/Deus_Ex_Machina_Eh/AQ/Encyclopaedia/Monsters/Clawg-25.gif) might breed with the furry little moglins (http://forums2.battleon.com/f/interceptor.asp?dest=http://i71.photobucket.com/albums/i139/icyshade/a-1.png) and give birth to a gargel (http://i180.photobucket.com/albums/x22/justeen208/Gargel.png).

Talk about a confusing love story.
Or wait, confusing fan-fic.

On second thought, let's not talk about it at ALL.
But yeah, I'll try this idea out and see how well it works, especially the breeding and non-humanoid caste members. If it all goes well, we can have simulated multi-species cities that anyone can create! If it all goes to hell, things go as normal. Hooray!
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 25, 2011, 03:45:32 am
YES.

I'm doing great !!SCIENCE!!

So far I've gotten like 6 of the races to properly function as caste members! Previously my attempts at this have ALWAYS crashed and burned when the "N/A blood" or "unknown creature substance" issue pops up, but by meddling with the code like fuck, I actually managed to make the entire mess ordered properly AND currently it all works even when I've went over my previous limit of 8 extra caste types with new body parts!

It's complex and ridiculous but IT WORKS and that has made me happy.
ESPECIALLY when there's actually no bugs like extra body parts piling up the longer down you go down the caste line!

Shit, I might just pull this off.
I still need to make sure though that when I add all the different castes their own body hair and colors and so on that there's no issues, but I'll do that at the end. It's just a matter of copy&paste anyway.

But yeah. Assuming no new obstacle appears out of nowhere, prepare for a multi-culture fortress experience, adventurers, gargels, moglins and even naga and harpies, all working together to... Well, kill things I guess.

HOWEVER.

My attempts to make the other castes unable to breed failed. How so?
Wellll.... It worked alright for births. Only adventurer caste got born, AND THEN an orc kid migrated and immediately died of old age. WHOOPS. I think we'll just make it so that every caste can breed and if anyone asks how an adventurer gave birth to a naga, well... Warlic did it.

That damn archmage.

I'll probably wait until the new DF version comes out and then release this thing.
Or maybe AFTER extensive bug research. Do a few test forts and so on. Check that the castes function properly outside of Arena mode as well.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Yoink on May 25, 2011, 04:00:01 am
Oh, cool! I remember I used to play AQ years ago, too. Never got the that high a level, but the zardhunter was awesome, I remember that much. :P I'll prob'ly download this!
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 25, 2011, 04:14:06 am
I hope you enjoy it.

I'm not really an expert on scaling difficulty, but I've tried my best to make sure that the mod isn't impossibly hard. Best course of action would be to add this mod to a vanilla game, so the entire selection of wildlife wouldn't be composed of creatures that want you dead.

Unless you know, that's what you want.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 27, 2011, 03:41:47 am
So. After about 8 hours of work, I finally figured out that A) SELECT_CASTE mentions dealing with body tissues and parts have to be in EXACT places for them to work and B) it's really easy to fuck something up when you don't know A yet and keep restarting all of your work.

But finally, after a lot of trial and error and learning how things work, the caste system works!
Everyone can breed with anyone but that's just WIZARDS doing their crap.

Adventurers also lost their natural skill at using weaponry, but now learn how to fight a faster.

The list of other species who can migrate to the fort is as follows:
Moglins(natural skill(3) at farming&herbalism and learn medical duties the fastest)
Umazen(learn to fight as fast as Adventurers, as well as Teaching and military tactics(adventurers just KILL things on instinct and never think too much about passing on their knowledge. Tactics? Who needs tactics when you're an ADVENTURER!))
Gargels(learn Appraising faster)
Minotaurs(learn fighting a BIT faster than other castes, but not as fast as adventurers or umazen)
Drakels(learn mechanics and armor/weaponsmithing faster than others)
Harpies(can fly)
Naga(learn some talking skills faster, lack empathy)
Clawgs(learn cooking faster, living in the hot desert probably forces them to prepare their food ASAP)
Wormmen(no emotions)
Tundra Reavers(slow learners, but learn fighting skills(especially melee attacks and wrestling) faster to compensate)
Shevite/Nogh'da(learn combat skills fairly fast)
Gatta(learn hunting skills(bow and crossbow-use) faster along animal training)
Elves(learn carpentry, woodcutting and bowmaking the fastest, also learn bow- and crossbow-use the fastest)
Sneevils(2nd smallest caste besides moglins, learn how to use daggers faster)
Werewolves(prone to rage)
Vampires(unfortunately these guys bleed just like everyone else. THEY NEED THEIR BLOOD TO LIVE! Also can suck blood with their bite attacks)
Frost Giants(biggest of all the castes and bearded(even the females))
Orcs(learn combat skills fairly fast, but a bit slower than the shevite&nogh'da)

I'm currently doing a test run on the mod on a haunted mountain&badlands area. So far only 4 dead, all by skeletal camels, although a bunch of migrants just showed up the same time there's a skeletal hydra lurking about the mountain. I wonder if any of them will make it.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: 3 on May 27, 2011, 03:55:57 am
So. After about 8 hours of work, I finally figured out that A) SELECT_CASTE mentions dealing with body tissues and parts have to be in EXACT places for them to work and B) it's really easy to fuck something up when you don't know A yet and keep restarting all of your work.

I'm guessing you didn't read example_creature.txt. :p

Good to see something else using VBASE for a change. Good, isn't it?
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on May 27, 2011, 04:09:41 am
I did actually, but as far as I can tell, there's no mention that they're supposed to be in a specific order. That's what screwed me over in the past when I tried to make a mod with numerous different-body-type creatures as castes. For this mod though, I had to move the SELECT_CASTE for what castes get what bodyparts before the real creature raw lines(which had bodysizes, skill gain rates and hair/skin/whatever color) AND the SELECT_CASTE mentions for what tissue types specific castes use had to go AFTER the creature raw lines. Otherwise the game would churn out error after error.

Or maybe it's just result of the way I structured the lines. Regardless, I learned much on my own, and that's a lot better than copying what pre-existing raws have and not understanding HOW they work.

But yeah. I frigging LOVE VBASE.
Makes creating new creatures a lot easier in the future when I can just copy the needed variations and if needed edit them to better suit whatever-the-hell AQ dev's input as a monster.

Anyway. I think I'll throw in the original Adventurer creature files as an option, in case people would prefer to play with a much more simple civ(sneevils and moglins for example make crappy soldiers since they're so small), so anyone who wants the original gameplay of this mod can just copy the file over and they'll only play with adventurers.

At some point though I think I'll start work on AQ/DF-related engravings again. I tried having history lessons the last time, but it didn't really work since apparently engravers making multiple mentions of something can lead to some rather messed up crap.

EDIT: Okay. I finally got to test the mod on W7 myself, and guess what?
Nothing happened. I also noticed that DF runs a bit better on it than on my XP, so I guess the problem is on my operating system and not the mod.

Hooray.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on July 01, 2011, 04:39:24 am
I figure I might as well post here again.
Still alive as is this mod. The multi-civ thing I went for with the Adventurers seems to be working fine. Although I did pay note that(fortunately) armorers make gear that fit everyone the same from moglins to frost giants. Weapons however will be handled differently(a mogling needs both hands to carry a battle axe, for example).

Purely Adventurer/human castes have quite high numbers relating to various physical or mental prowess, resulting that a lot of migrants can show up as mighty, unbreakable and so on. Considering how easy it is in 2010 to end up permanently crippled though that's just fine.

I'm sure I could pull off something to make the "other race" members have classes like Berserker or Wizard and so on but that might be overdoing it.

I finally had the chance to test my soldiers against the Undead in an ambush as well. Results were decent, I guess. My skeletal enemies apparently are easy to dismember and render harmless what with the lack of limbs, but killing them isn't exactly as easy. Need to chop off the head or crush it since they don't have blood and so on. Well, drop- or magmatraps would work on 'em just as good anyway so yeah.

Probably need to tweak some numbers on trobbles. There's way too many three-eyed ones around, or maybe they're just generated like that when arriving as migrants? Need to mess about regardless.

Interestingly, despite having NIGHT_HUNTER tags, both Vampires and Werewolves are still friendly enough to arrive to trade and not suddenly go after anyone in Fort mode. Legends show that they do go after other species regardless, although the mentions of infighting and murder among their ranks have me amused. Looks like some side-effect.

Modded in elemental orbs too. They show up deep underground, are extremely valuable(a rough one is worth 750 dorf bucks) and you can use them in a custom workshop(along a bar of steel) to "summon" a really-super-awesome weapon that comes from the Artifact Weapon list which you normally only would get by moods. However, you need a rough elemental orb, a cut one works just like a gem, so it should be sort of balanced out by that. Depending on the site size and luck though(they have a show-up rate of 1) you could still end up with a load of 'em and arm your army with weapons of utter mass destruction.

Thanks to THAT ONE GUY(I forgot your name and where you posted it) the few ranged artifact-only weapons that the mod has now have 'railcannon destructive power'. At times when the enemy is shot with an arrow or a bolt from one of these babies, they're propelled back at such speed that they're instantly slammed against a wall and blow up in several giblets. If you read this and are feeling angry that I didn't give you credit: I'M SO SORRY. Here's my address, come punch me in the face if that makes you feel better.

Melee weapons unfortunately don't seem to get the same kind of propelling devastation despite trying(or maybe I didn't crank up the numbers high enough(100000 isn't enough?)) but whatever.

Anyway, on the rough elemental orbs:
Like said, they're rare and you need a rough one along a steel bar to summon a super-weapon from the custom workshop. Since you're dealing with Yulgar(the shop-owner of the widely used weapon-armor-whatever shop) the workshop uses Appraisal as the skill regarding how great of a quality weapon you get out of the deal, so finally those Legendary Brokers have other uses outside of trading with merchants!

Right now though each orb only qualifies for 1 weapon, most of 'em a weapon from one of the elemental uber-armor sets. Light orb doesn't do that though, because Light has the Golden set and the weapon there is an axe, and gold doesn't really work that great as axe-material. Not to mention that it'd end up as a "steel golden axe" with the way it currently is, easy to turn the bar to require a gold one but still. Light orbs can be used to summon... some other weapon, I'm at work so I can't remember what it was that I replaced the Golden Axe summon with.

I COULD of course just make some "weapon-only gold" material solely for the Golden Axe but... that seems stupid somehow.

Anyway. Currently trying to figure whether or not I should broaden the weapon-acquirement list for the shop. I could theoretically add EVERY weapon on the artifact list there, it wouldn't exactly be hard, but the shop list would then become long as hell.

Maybe make the respective elemental orb summon reactions cover 5 weapon types? Axe, sword, spear, mace and hammer? Or 4. The weapon list on AQ tends to favor swords most of the time anyway.

Oh well. Still got time since Toady is still working on the new version.
Mod looks pretty solid though. W7 apparently works just fine with this so it's my XP that had the Legends mode crash issue. Noticed though that there's some "rough-hewn Stone walls" around my site, apparently I've screwed something up with one of the elemental orb mentions. Shouldn't be hard to fix though so whatever, right?
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Hitty40 on July 01, 2011, 11:45:47 am
Best. Mod. Evar. EVAR. Remember that.
Title: Re: Lore/AdventureQuest mod.
Post by: Crazy Cow on July 01, 2011, 10:29:38 pm
OH GODS YES I LOVED THAT GAME WHEN I WAS A KID
I am stealing your Zards. I loved those things. And the worm men. And the vampires (who are infinitely better than the werewolves). And...

Yeah.
This is pretty much still my reaction. You are still awesome.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on July 02, 2011, 01:39:39 am
I guess some people do play with the mod then.
I just hope the lack of posts regarding any gameplay haven't come from "I played five minutes, a fire dragon arrived and killed everyone. Seven times in a row. Screw you and your mod" reactions.

Such massacre reminds me, maybe once Toady implements the ability to raid other sites I could finally do the Paxia version of this mod. Finally the clans can go against each other and ONLY ONE CAN WIN.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on September 06, 2011, 11:47:06 am
Well it's taken much longer than I expected for the new version to roll out.
So I decided to amuse myself a little and screwed around some things. Note that these are just notes of the stuff that I've done for the new release, these aren't actually out yet. Or hell, I might as well release
'em. I think the multi-civ caste change I did for Adventurers warrants it. I'll do it when I get back home.

Notable editing:
- Yulgar's weapon summoning portal now has 3-4 weapons available per elemental orb. You can pick from an axe, sword, spear or mace/hammer. Why 3-4? Because you wouldn't believe how much AQ staff FUCKING LOVES making swords. They've saturated the weapons markets with 'em, so some elements lack a weapon of the categories I previously mentioned.
- Screwed around with a lot of the worm-like creatures. Like the bloodworm, they are now able to wrap their bodies around targets and squeeze. Turns out it's ridiculously easy to squish someone's brain when you wrap yourself around their head. Let us have a moment of silence for the test subjects who had their heads crushed by gigaworms(just as big as you might imagine by the name) which had wrapped themselves around their heads. Somehow. I tried to give the hydra and Raydius Dragon the same ability, but there's apparently something different with their serpent-like bodies and the serpent-like bodies that the worms and such have and it's messing things up. Oh well. Giant leeches can also wrap themselves around bodyparts. I also noticed that when they bite, they always do it with the upper front tooth. ALWAYS.
- Added the Grax as a creature into the Badlands. Hooray more No Man's Land mutated creatures! It's pretty lackluster in description though. Think a T-Rex with bulging veins, that's close enough.

Disappointingly, the stuff lately added to AQ hasn't really been interesting enough to add into the mod. Maybe I should check DragonFable at some point and see if there's anything better there. Wait, I think I know a guy who plays it. Maybe I should bother him instead? I think I donated my account there or something after I realized that it's just not for me.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on September 07, 2011, 01:15:30 am
DFFD file updated.
Version is now Drakonnan.
Took me a while but there were sudden errorlog issues that I had to fix in a matter of minutes once I woke up enough to understand I was missing some VBASE files that weren't named with the AQ extension.

That's all fixed now, mod zip file includes all the files you need and testrun on a fresh vanilla DF with the mod files added popped up no errors, duplicate or otherwise.

Enjoy. That's all you're getting for the time being.
I'm now going to excuse myself and fuck around for a few months.
Somehow that's how long I think it'll take until I have something new to do on this mod.

Updated stuff on the mod:
- Adventurers now come in a large variety of "people" with castes from human to most of the other races present. I should update the first post about their preferred skills.
- The 'ice' metal was renamed as 'kree ice'. If you know why, buy yourself a frigging medal for knowing too much about AQ.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: NobodyPro on September 07, 2011, 09:12:42 pm
Hey Ieb,
After alot of work on my own mod I would like to offer to take a look at the 'class-castes for other races' situation for you. I feel that I know everything about castes right now and can assure you that while it is time consuming to pull off such a thing, it is not impossible.
Unfortunatly, night creature tags only work with night creatures. You'll have to wait for the next version before you can truly have vampire and werewolf civs, they murder each other because of the top ethic tag IIRC.
Making that 'golden' material for that axe isn't as stupid as it sounds... I'm thinking of something similar for the Warhammer mod I'm holding in limbo.
I played AdventureQuest and Dragonfable for a bit, can't remember either password though:P. Great mod so far.
Title: Re: Lore/AdventureQuest mod.
Post by: Crazy Cow on September 07, 2011, 10:11:36 pm
OH GODS YES I LOVED THAT GAME WHEN I WAS A KID
I am stealing your Zards. I loved those things. And the worm men. And the vampires (who are infinitely better than the werewolves). And...

Said this at the beginning, I'll say this now.
I love this mod, and I'm sad more people aren't telling you so. Know that at least one person appreciates your efforts.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on September 08, 2011, 01:44:43 am
Aww. You guys make it all worth it though.

Hey Ieb,
After alot of work on my own mod I would like to offer to take a look at the 'class-castes for other races' situation for you. I feel that I know everything about castes right now and can assure you that while it is time consuming to pull off such a thing, it is not impossible.
Unfortunatly, night creature tags only work with night creatures. You'll have to wait for the next version before you can truly have vampire and werewolf civs, they murder each other because of the top ethic tag IIRC.
Making that 'golden' material for that axe isn't as stupid as it sounds... I'm thinking of something similar for the Warhammer mod I'm holding in limbo.
I played AdventureQuest and Dragonfable for a bit, can't remember either password though:P. Great mod so far.

Well uhhh, sure. You can take a look at how I handled the "class-castes for other races" thing. It's all there at creature_AQmodentity.txt, right at the first creature.
I don't know if code length applies to how fast the game runs though, but if you have any idea how to make it easier-to-make, I'm sure it'd help. Uhh, someone else.
Since you know, I already got mine to work. Thanks for the offer regardless though.

And yeah, Vamps and Lycan aren't that amazing as of yet but hey, I am still amused by their infighting behavior. When the next update comes, I might leave that feature in just because.
As for the Golden Axe... Well I could be cheap and make steel+gold = golden bars, so the end result would be 'Golden *weaponname here*' but somehow it just doesn't feel right. I think I'll just keep that set out of the mod.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Lord Allagon on December 02, 2011, 08:27:34 am
Is it normal for world names to... Ehm... Be in English and make less sense than a trout in the Moon?
Like, Hotter-than-the-sun Bird-headed, the Realms of Enchantment?
EDIT: Also, demon wolves are available at embark with a cost of 1 points each O.o. And imps.
EDIT 2: Is it normal that Adventurers don't get any nobles? I can't appoint any either :S.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Pokon on December 02, 2011, 04:20:46 pm
Just saying, I loved this game. In fact, one could say that Dwarf fortress now takes up the time I would be slaying drakels and attempting to fight off the 20+ dragon kinds they have.

Now I can do both! ;D

Wonderful mod.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: LordNagash on December 02, 2011, 09:54:24 pm
Looks like you've put together a pretty comprehensive mod here. Captain Mayday actually linked it to me and asked me if I could post a message for him, which I will now oblige:

Quote from: Captain Mayday
I'd just like to thank you for using VBASE. Certainly seems like you've put it to good use. I've updated my list of mods that use it on the page for it here: http://forums.nothingtolost.com/dicestation/viewtopic.php?f=6&t=7&p=19#p19

Sadly since I'm banned here, I'm forced to update my mods on a different forum altogether. If you want to give me any suggestions, ask me any questions, or anything else, that's the place to do it.

Before anyone asks, it's a long story.

Anyway, keep up the good work!
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on December 13, 2011, 02:57:21 pm
Sorry for the late reply, I sort of haven't paid attention to this part of the forum since I'm still waiting for the new DF update to start work on the mod again. Onwards to commenting posts!



Wow. I'm shocked and honored that good old Captain paid attention to this thing.
But really, VBASE is good shit to use.

Anyway.

Glad that people actually enjoy this mod. Sort of makes all those hours put in worth it.
Anyway, Lord Allagon: The name thing is intentional. As far as I know there's just no real way to make a hugeass list of names that you'd find online gamers using, so I went with this thing to simulate it. The names are crazy most of the time, I know. Sometimes though they can be fairly accurate but hey, it's supposed to be amusing.

Demon wolves and imps, I guess they lack a petvalue token so they're cheap as hell. I'll mess about a bit on the next release so they will be actually cost something.

As for the nobles, what the fuck? That's totally not meant to happen. Lemme check the mod files.

..okay. I extracted the current mod version to a new DF and checked it out and I can appoint all nobles. Broker, Chief Medic, Psychiatrist and so on.

HOWEVER.

Dare I inquire if you encountered this problem in a fort that's grown larger? Perhaps a new bossy leader has showed up? That's the only thing I can think of, that I have fucked up an APPOINTED_BY somewhere and somewhere along the line to Royal Jerk the command line is fucked up.

Pokon: Ah yes, the 2938295 bazillionth Dragon War. Staff is too lazy to make a real event? DRAGONS ATTACK! I should have made a dragon civ that'd attack you, but I think that's sort of overdoing it.

With that out of the way: So, I've been scribbling together notes for whatever the fuck I'm gonna do for the next version of the mod. It'll prolly get called Akriloth, unless I've used that one before in which case... ehhh, we'll go with Yulgar then.

Let's see.

- Some of the creatures right now have CAN_LEARN, CAN_SPEAK or INTELLIGENT. Veegus for example, which I intend to fix so everyone can eat demon meat. Yum.
- I've fucked around and placed a new UG civ, Abaddon(stole them from DragonFable). I still need to actually check one day that UG civs actually show up from the underground to infiltrate. They used to, so unless that's changed recently...
- Naga civ dies a whole fucking lot, I've noticed. Like they usually go extinct around 200 years for some reason. I think it's their current male/female distribution, will need to fix that.
- AssaultMecha lacks the tags that makes it a killing machine unable to tire, will fix that.
- Dragon Partisan to be added to the list of artifact-weapons, because FUCK DRAGONS.
- Zardbane also. Oh right, on this and Dragon Partisan, when the next version rolls I'll make dragonbane and zardbane both a metal you can use, to kill dragons and zards with, more efficiently that is!
- Will add toys and figurines of various AQ characters, NPC's and bosses alike. Drakonnan with Kung-Fu action.
- Might add engravings of various AQ things. This mechanism can get quirky due to DF(like, this is an engraving of two Yulgar) so this may be passed.
- I'll check the Misc. Item list of current items in AQ at some point, see if there's anything to add to some list of items. Trinkets perhaps?
- Will check lists of shields for some artifact pieces because why the fuck not?
- Some civ's will have their gear selection updated. Right now they come with the standard stuff of shield, breastplate, some weapon and whatever-the-fuck. Civ's like umazen and nogh'da/shevite will show up with more armor(all pieces even) and craps like sneevils will only show up with weapons.
- Will check if it's possible to add some crafts to equippable items. So you can finally have an use for all those artifact bone crowns, scepters and so on.

Oh and to those people who are actually playing this mod:
Is the time-of-arrival too long for some civs right now? Like in my dorf fort, the Undead showed up to siege around year 11 or 12. That's sort of long so yeah.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Serrational on December 26, 2011, 05:17:41 am
Gods, I can't wait to see what you do with the next version of DF...... awesomeness incarnate.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on December 28, 2011, 07:13:02 am
Depends how the new Curse system will work, really. Besides the stuff I previously mentioned...
Figure I'll add a Zardzilla-curse to the normal Frogzard. MAYBE to all the basic ones. Maybe I can even make it that only sometimes an Adventurer under the Zardzilla curse will be hostile.

Besides that, ehh, add the appropriate curse things to Vampires and Werewolves and see how it works in worldgen when there's a civ of creatures that are night creatures, night hunters, converters and carry a curse that turns people into their kind as well. Although it seems sort of redundant, but let's just say that the conversion is a more "personal" task than the ages old bite-and-wait approach.

Fanfics, ahoy!

Oh right. I might mess around with Adventurers and their firebreath tag, it's SUPPOSED to simulate the Fireball-spell that I imagine everyone has had at some point. Depends how well Toady fixes it and whether or not there's anything I can actually do to "fix" it. Even the ability to change the attack text to something else than "Adventurer breaths fire!" would be okay.
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on February 14, 2012, 06:16:15 am
Good news everyone! With the new version of DF finished, it means I finally will get off my ass and resume work on the mod. Lucky for me, Toady really DID change fireball-throwing in a manner that allows me to fuck around with the attack description and change it to "casts Fireball". Depending how far I can stretch the new system, I might even be able to make a bunch of different spells so the Wizards could finally be actually unique from all the other Adventurer civ castes!

Now the only thing I need to do is figure out how all the new tags and syndromes work. It looks like there's a tag too that allows for vamps and werewolves to not be targets of, well, vamps and werewolves! Game generated ones, I mean. I need to flip a coin again and decide whether to keep or cut the vamps and lycans that are part of the Adventurer civ though. I mean, obviously I could keep 'em a part of it. We'll see. Depends on whether or not the civ you control will flip out when a werewolf or a vampire migrates your fort. Need to test that. Also to test the mention of a noble-related bug from last page that I didn't see happening during brief bug testing.

Upcoming release will include such things as:
- Adding all the new tokens where appliable, like for the Undead civ.
- Currently working on Lore-related toys. I sort of regret doing it. The list of NPC's to make toys out of is fucking HUGE. Here's a spoiler of the some of the types of toys you can get:

Spoiler (click to show/hide)
Because the toylist is becoming huge, Huge, HUGE, I'm just going to leave it up to you players whether or not to keep these in. Because god damn if a noble wants a figurine out of their favorite character and there's a 1/2983984 chance of producing it because of the ridiculously long list of possibilities!
- Will check misc. items for some trinkets you can produce in DF. Hopefully the list won't be nearly as long as the toy list has become.
- Shield artifact-only items will be added. This one will be easy because there's not really a whole lot of speshul things a shield can do besides how much cover it'll give. And these shields will give a whole lot of cover, I'm telling you.
- Will add curses where appliable. Current ideas off the top of my head, Zardman, Burpman, werewolf/vampire(these two will keep their previous nightcreature tokens too because of the hilarious infighting it causes)
- Will check how the new material system works for special creatures. Assuming it works like I figured it said it would, will add dragonbane and zardbane as metals you can produce. Both will be equivalent to steel, but appear only in small clusters the same way as gems do.
- I may or may not add the Sarkanian and Mermazon civs into the game. Why? They're both aquatic. The only thing they'd do would be to add some world gen history mentions, in case they end up in war with each other, or some land dwelling civ declares war on the ocean and marches their troops right into it.

This new features list will probably be bigger once I finish my modding, but it's the initial plan anyway. Estimated time until I finish work? Give me a week, maybe two. I need to juggle between work, studying and Space Station 13 for this.

Luckily I've overcome the biggest hurdles of coding this god damn mod already so starting to edit existing creatures should not break anything in a manner that'd force me to start redoing their code like fuck.

In any case, see you next time, Adventurer! And remember: Arm the entire fort, YOU'LL NEED IT!
Title: Re: Lore/AdventureQuest mod. Now VBASE-constructed!
Post by: Ieb on February 19, 2012, 09:27:09 pm
(http://img4.imageshack.us/img4/6461/loremod.png)

IT'S FINISHED! Tested on a vanilla DF, just throw all the files from the archive into your raw/objects folder and replace the body_default text file(assuming it's a vanilla one, if you've done alterations of your own, back up accordingly). (http://dffd.wimbli.com/file.php?id=4421)

What's up on the new version:

Spoiler: Adventurer civ stuff. (click to show/hide)

Spoiler: Artifact item info. (click to show/hide)

Spoiler: Megabeast updates. (click to show/hide)

Spoiler: Other updates. (click to show/hide)

It was a god damn horrible week to mod all this and make it work. I would like to thank the 0.34 modding question thread viewers for not exploding out of rage due to my stupid ass posts and questions, and a bunch of people that I "borrowed inspiration" from to make some effects and skills on this mod.

Dunno when I'll update this mod again. It'll probably be some minor tweaks here and there. Anyway, I hope you enjoy this. Now I'm gonna go to sleep because it's almost 5 AM here and I've been up fixing this crap for 3 hours and now I'll go HAVE FUN

EDIT: I just HAD to check that I hadn't fucked up anything. I had. It involves a field test of a mage casting ailments on a grasshopper across the field, and the rest of the embark team then chasing after it, throwing fireballs everywhere(which while amusing, soon proved disastrous) and suddenly bleeding to death from all the fire.

Adventurers now don't use fireballs. At all.
For your sake. So in case you were one of the unfortunates to fall in my usual "let's not do a lot more testing!" attitude, feel free to pick up 1.01 version of Yulgar.

I promise next version will be Akriloth. Seriously guys. Scout's honor.
Not that I've ever been in the scouts but you know what I mean.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 20, 2012, 09:47:56 pm
You know you've picked a wrong mod to play with when the creator keeps posting every few days about "crucial bug fixes."

I'm here to post about crucial bug fixes.

Which will be worked on and fixed in a day or two.
Bugfixes include:
- Mage and wizard status spells currently are being used ALL THE TIME in fort mode. They work though, but they also are being cast on creatures not in sight by the user. Those cave fish men never knew what hit 'em. Fix worked out, the spells will now only be used against targets in range, without having mages and wizards being x-ray possessing spellslingers out to fuck up ALL of the shit. Will adjust the spell ranges a bit too. The spells also will work on Adventure-mode.
- Adventure-mode buffs are fucked up. Meaning that rash assumptions how the values worked made it so that they actually do pretty much jack shit right now! When fixed though, you will be kicking so much ass that it's ridiculous. It's not even going to be funny. Except for you. Not for everyone else though.
- Zardzilla has a description warning you to bewared it's zardbeam! I forgot to add the zardbeam. WHOOPS!
- Centocors have COMMON_DOMESTIC_MOUNT. Need to remove that. Because you know, they're centaurs. I think Centurions have mount and wagon tags too.
- A random test made me notice that behemoths were having trouble breathing, and without ability to grasp. Will go through list of modded creatures and see if there are others like 'em(I think I did this check in the past, what the fuck me?) and fix them like behemoth was fixed.
- There will probably be a bazillion other stupid mistakes that any modder worth their salt would have noticed, so I'll try to find and fix those too. Otherwise, I'll be posting about crucial bug fixes.

Upon finishing on the bug fixes, this post will be deleted and replaced by a post stating that "the bug fix is in" so all you two people who play this mod know to go grab the NEW AND IMPROVED VERSION.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 21, 2012, 05:16:12 pm
Today I learned that there is no Delete Post button.
Welp.

Bugfixes are now done and file on DFFD updated.
Stuff that was messed with:
- Mages and Wizards now sling their spells on targets they can see and attack. No more x-ray for 'em!
- Passive buffs work now on Adventure-mode. Attempts to make 'em work on Fort mode were less than favorable when they started casting buffs on enemies. Right now it's a player-only ability. Maybe if I can figure out how to make it work in the future I'll tweak it a bit more, but I wouldn't hold your breath.
- Centocors and centaurions no longer have mounts. Would have been redundant.
- Zardzilla now has a breath attack. ..it's firebreath. Yeah, I suck.
- Found a lot of fire-breathing creatures or otherwise Fire-related ones that were catching on fire. Fixed now on all parts. Hopefully.
- Web spitters now spit web. Again. At one point in testing, brain spiders were shooting muscle thread, and spidey-pets were shooting teeth thread. Oh the joys of modding.
- Grax or Grox or whatever it was called was freezing it's blood the moment it was spilled. Now they bleed just like everyone else.
- Added some of the new creature functions all over. Creatures with shell can now retract into 'em and a lot of domesticated animals now have the ability to clean themselves.
- Fucked around for the hell of it with the Angry Protesters. Results below.

(http://img403.imageshack.us/img403/5562/aqmodscreeny.png)

That's it for the bug update. Didn't find anything else that was crucial to meddle with. Dragonbane works good for my tastes(seriously, fuck those dragons) so yeah.

Until next time, whenever that may be! Probably a few bug fix updates from now. I'll probably flesh out adventurer-mode encounters a bit so more wild critters will have some sounds that you hear upon encountering 'em.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Pokon on February 23, 2012, 10:23:14 pm
Awsome so far.

Also, there are "wild" werewolves, at the very least, so having some sort of wild vampire sounds sound to me.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 24, 2012, 03:02:22 am
A wild vampire wouldn't work as well, I think.
Mechanics-wise I mean. Sure I could probably mod in one, like copy the werebeast-effect so the cursed person would PROBABLY show up to attack your forts out of nowhere like a crazed person. It might actually be for the better, testworlds on 400 years have about 2 vampires that survive worldgen, the rest have been eaten by megabeasts, other beasts or werebeasts.

I think I'll flip a coin again. I could make it happen but it'd need to be rare, don't want "VAMPIRES, CURSE THEM" happening in every fort or it becomes dull. Although all it needs right now is for a vamp to attack, bite and infect a few soldiers, who "just" need to survive until the fort is abandoned, after which it's "oh look, migrants from my old fortress" and the cycle starts anew. I probably should add a proper werewolf infection syndrome and bite to the lycan as well. Diretooth too. No idea why I didn't think of that before.

Anyway, meanwhile in "let's try out my own mod" land... A fearsome dracopyre arrives! It's friendly! I let it indoors and it starts wrecking my furniture!

Future update will remove dracopyre and werepyre BUILDINGDESTROYER:2 tag. In other future update news: To fight the threat of the undead from afar, we welcome the rivebow! It's a huge crossbow "loaned" from Mieville! It shoots metaldiscs! They cut off limbs!

Bolts and arrows still have better penetration ability though, so it doesn't replace 'em completely.

EDIT: Fucked around with stuff.
Coin flip was positive.

Wild vampires are now a frequency:1 large predator, considering how many god damn wild vamps there are, this shouldn't be a problem. Unless some civ tames the wild vampires of this here place and sieges you with a horde of 'em. That may be a problem. Unless the INTELLIGENT tag forbids it.

Two new interactions for bite attacks, one for Vamps and other for Lycans.

Wild vamp bite just turns you into a vampire. Generic one taken straight out of the raw examples. The vampires that may arrive to trade with you also have that ability on their bite attack. It is recommended to do trading with vampires behind tightly shut areas. Wouldn't want 'em to drain your trader, right?

Lycan and diretooth bites turn you into a wild diretooth. Let's just say that turning into a furry is enough to drive anyone insane.

Adventurer-mode wise, it's a lot noisier now. A lot of the modded critters have sounds that they make, some are generic, some less so, but yeah. Hope it's not too noisy now.

Class-boosts for Adventurers got some successful roll buffs.
The poor adventurer who didn't have any buff prior to this now has "legendary dumb luck" that upon activated gives them a major buff to their rolls.

Update impending once Toady releases the next bugfix and I know whether or not I need to implement some new things. Probably not. Meaning I can fuck around instead! Hooray!

EDIT2:
Decided to add "nightbane". I could have called it blessed steel, but nightbane fits the theme better since we got dragonbane and zardbane already. Like you might have guessed, nightbane is equal to steel, but it does extra damage against stuff like undead(mine, hardcoded undead are impossible to make weak towards nightbane), lycans, vamps and various other darkness-related creatures.

You get your nightbane from Yulgar's trading post or whatever I call it. One gold bar and one steel bar equals two nightbane bars.

In other news, messed a bit with banshee curse. Decided it's too mean right now, the curse now wears off after 2400 ticks, 2 ingame days I think.

Noticed that I had forgotten dragon- and zardbane to be made in other things but weapons and ammo. That's corrected now, nightbane included, all the -banes only go for weapon and ammo production, strange moods excluded of course.

Also, looking at how much I changed crap that requires a regen to take effect, it makes me wonder if people are sick and tired of me doing this shitty rapid updates where I fix a little, release a version, fix a little more and then release another version.

Oh well. C'est la vie, or something.

EDIT3:
Added all the new verminhunter behavior to domestic animals. Some will drag their kills to their owners, but most just eat the vermin they catch.

Added other "behavior things" to wild creatures, rooting the ground and so on. Just some flavor things for Adventurer mode really.

EDIT4: Updated VBASE since, well, it got updated. Tweaked it a bit to add all the crap I've added to the files it uses(makes me wonder why I never just made my own).

Gizzards don't work on my creatures. At all. I have no fucking idea why. I bring shame to the VBASE-name, "modding tool for experienced modders", hur hur how does i code computer gaems. So probably until the end of eternity, none of my birds will drop gizzards.

EDIT5: Welp, I think I'm done for the moment. If not for the nagging "but what if the new update breaks something" at the back of my head, I'd be adding stuff already.

I guess instead I can write about a long-term plan that's been on my mind for a while now but I've been unable to properly implement it.

Deities from AQ.
I'm just going to leave The'Galin/Devourer outside of this one, because- Well uhh. A game like DF doesn't really need a definite big bad like him. Creator/Lorithia will also be set aside, let's just say that fluff-wise, she makes up the DF world and then all the horrible horrible things happen. And she just watches.

Anyway. Here's some stuff listed that Lore has from deities and everything related to 'em and my plans for the future regarding 'em(since DF makes up deities for pantheons out of a relatively common list of themes, let's say that the gods of war that three civs worship are all part of one bigger deity of war, and so forth):

- Elemental Lords. More commonly known as Fire, Ice, Earth, Wind, Energy, Water, Light and Dark Lords. Less commonly known as Life, Death, Peace, War, Lies, Truth, Eternal and Transient. I have no idea which is which. I'll wait until the "magic" system is a bit better before I start adding these in. Right now it wouldn't be that difficult to add a Fire Lord's blessing into the game, but I'm not sure if I want to add "generic bad guy #838, now with renamed dragonfire!" into the mod.
- Avatars. The Lords use people as their avatars, but the problem is that being the Avatar of a Lord doesn't make you immortal, it cuts down on your lifespan. Right now the way people find help from gods grants immortality, so we'll need to wait until we get stuff like gods being able to "bless" people during worldgen or something. Problem again, I have no idea how I would add these to the mod. Would it be too generic to have Death be a necromancer corpse-raiser? Would it be too hardcore to have 'em be able to kill people with speshul powers? What kind of a power would Truth use then? Super boost to rolls since they obviously have the Sharingan and can read moves that people make? This one needs serious thought.
- Communicants. Lords have communicants that relay their will to the people. Or something. I'm not really sure but that sounds about right. Need to play through the quests where these people show up and soak up on the fluff a bit more.
- Monster versions of Avatars. Stuff like Aquus and Fuuryoku are listed as avatars of the Lords. I have no idea how to properly add this. I would have to make up new creatures so the avatar of the Water Lord wouldn't always be a big thing made of bubbles. Maybe in the future I can find a loophole to make creatures sphere-related and applicable to being avatars.
- Demipowers. This group has entities like Loco, War, Famine, Pestilence and Death. Since Loco is something of a chaos trickster god, I'm going to need something a bit more to work on with them in order to have 'em in the game. I'll think more on the special attributes these ones will get when we get that far. I don't think I have to start thinking about it anytime soon though, har har.
- Draconic avatars. Uhhhh, oh boy. This one needs a lot of thinking too. I COULD add some of these things right now, but I'd prefer to be able to do everything in one go. Listed draconic demipowers are: Chaos, Order, Destruction, Creation and Balance. Also, Sylvanus, draconic demipower of "the plant kingdom". Said to offer inspiration and guidance that lets plants grow. Yeaaaah. We're gonna need to wait on this too.
- People ascending into demipowers. Well the only example I found of this actually is about Kethorat, megdragon who became a demipower somehow. ...this one obviously needs to wait as well. If I add this sort of possibility into the mod, I'd prefer if the people in worldgen who get through this shit would actually become deities rather than just impersonate one, and as much as the idea amuses me, they wouldn't be standing around in some town just waiting for some adventurer to show up and lop off their head.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 25, 2012, 05:28:01 pm
Bad news everyone! I updated the mod again because our group failed to organize together and play some SS13. It was very sad. I'm also very sorry to everyone who has to keep up with this mod when I keep updating it every god damn second day at seemingly random!

I would promise I won't do it again, but I think we all know that's not going to hold.

Well anyway. Lessee, what did I add again?

- Wild vamps mentioned in last post, they're really rare though.
- Dracopyres and werepyres no longer hate your furniture.
- Lycan and Vamps have bite attacks now that infect you with their respected diseases.
- Adventurer mode tweaks, animals make noise now and stuff, all buff skills upgrade your roll success too(Adventurers get the best roll success buff).
- Due to weeeeeeeeeeeeeird fuckery going on in my attempts to copy pre-existing smelter reactions and just change the metal produced(1 bar of gold and 1 of steel = 300 bars of nightbane, what) nightbane is now an ore just like zard- and dragonbane. I also made the actual ore for said metals have real values, tweaked the metal bar values a bit too.
- Banshee curse nerf(lasts 2400 ticks now).
- Zard- and dragonbane(along nightbane) are now weapons-only metals, moods excluded.
- Added the rivebow for Adventurers to ease up on those god damn undead attacks(and shooting off limbs from anyone else you don't like).
- Messed a bit with the artifacts again. Number tweaking and so on. Hammers and maces aren't still as devastating as I'd like(breaking every bone of the enemy at once would be nice) but I guess this'll have to do.
- Edited the * Orb colors to make a bit more sense(god damn why did I forget all about that crap) along making the -bane ores have colors of their own.

I also added a new text file to the zip, ArtifactGuide. It lists all the artifact-gear you can get and what type they are, in case you're not AQ-savvy and wonder "what the hell is a raven jathor?" The toys aren't listed because they have no special features and probably never will(unless I can mod in figurine fetishes, possibly hot glue too).

I just hope this random mod release decision doesn't backfire when Toady releases a new version tomorrow and it breaks something or adds something I really need to add myself.

Also something I've noticed, this mod's Adventurer mode is pretty amusing when you have the Wanderer's Friend too. Just watch out for those god damn dragons, they'll melt you.

EDIT:
Stuff for the future:
- Give the Naga some spells. Need to think up something good too.
- Maybe spells for the moglins too. And other races where applicable(which would be everyone but that would be boring).
- Started some basic work on setting up Avatars. Turns out that each element has a matching sphere EXCEPT Ice. Right now Coasts will have to do for that. Couldn't think of anything appropriate out of the entire sphere list.
- Well Avatar creation seems to work. Right now though since the only goal is immortality, it ends up that people don't really like the fact that Avatars stop aging, so unless they're a leader able to lay down some oppressive laws, they end up having to go on the run. I might leave it like that, so you could A) have avatars migrate to your fort in Fort mode if you were lucky in worldgen and some were created for your civ during worldgen AND they survived all the beast attacks that a lot of avatars seem to fall to. Avatars also seem to get into scuffles with leaders of civs at random, if they lose they end up having to run away(or get killed) and if they win they become the new leader of the civ instead. Interesting behavior. Now time to check if I can make draconic avatars without having to add those god damn CAN_SPEAK or CAN_LEARN tags to dragons, which would make 'em unable to be butchered without ethics messing with your controlled civ.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: A Spoony Bard on February 27, 2012, 04:18:54 pm
I was playing recently, and some anomaly happened, I'm not sure whether or not this is because of the mod or just how DF works. I embarked near a waterfall with my group of adventurers, and for some reason, they would just occasionally jump down the waterfall and kill themselves. I was never on screen to see it happen, but they were perfectly sane, and all the combat logs show is them taking the impact of hitting the ground, since the stream is a brook.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 27, 2012, 04:23:18 pm
...no, I'm sorry but that sounds like normal DF civilized creature pathing behavior.
Since ponds, brooks and rivers have ramps now, I'm guessing that they saw something they wanted to pick up on the other side of the brook(or were just walking around at random), and the water kept going 1/2 due to the FRIGGING WATERFALL and the AI goes "hey, I can path there because the water isn't that deep!"

And then they all end up at the bottom of the waterfall. I think after the ramp-update, keeping an eye on your idiotic underlings is more of an issue in sites with waterfalls and your people having access to 'em. Hope you enjoy the mod regardless, you can't even imagine how nice it feels to see this thread get a post from someone. All these posts from me make it look like I'm one of those kids who bump a RPG Maker XP game thread every day about some character they added, or a line of "epic text" and so on.

Also, in mod update news:
- Draconic avatar creation doesn't work like intented. I put up IT_AFFECTED_CREATURE mentions specifying various dragons, but we still got moglins, harpies and so on becoming "draconic avatars of *this or that*". They also had the ability to become an avatar of some element as well. Right now, testing how well draconic avatars work as intelligent megabeasts who can take over civs, and have insane population, income and export trigger values for attacks. They might still show up as enemy siege leaders though. Need to test that further.
EDIT2: Oh look, dragon overlords can write books. ...THAT MAKES SENSE. They also can "shoot and kill" people. I guess they also know how to handle weapons when intelligent, huh?
EDIT3: Well, draconic avatars work okay. They're pretty much like what you'd expect demons ruling civs to be like. Except these things kill and eat demons. Yeah. Things I've noticed and enjoyed: Elder dragons ruling civs can fall victim to murders, and they engage each other in combat when their civs brawl it out. Another amusing thing I found legend-digging: Duodragon fooled the minotaurs that they were one of their gods. Becomes an Elder. One of the Minotaur elders is a vampire. The dragon and another Elder engage in law combat with the vampire, which keeps putting down oppressive laws to keep it's vampiric activity going. OH THE THRILL OF IT ALL!
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Courtesy Arloban on February 27, 2012, 06:53:30 pm
I played the old version and enjoyed it. Are you planning to have the adventurer classes as syndromes(like necromancers) now or are they still castes?
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on February 27, 2012, 07:36:44 pm
I thought about it but decided it would be best to keep necromancers out of the class-caste system for now. I think I read that raising undead in fort mode by your own people ends up creating undead that everyone freaks out about, and the undead MIGHT freak out of their creators so that wouldn't work.

It MIGHT be possible of course to make a custom creature that requires a corpse, turning it into the new creature but again, I'm not sure if you can do that with corpses, or if the animation works like that.

Could do testing at some point though.

Anyway, all the classes(or well, most of 'em) are still castes of their own. They all got their own speshul skill too but unfortunately it's Adventurer-mode only because I utterly failed to get it under control over at Fort mode. They kept buffing their enemies instead of themselves. And the other stuff like SELF_ONLY made the skill not even work.

The skills currently in the mod are syndromes of course, what with how the interaction system works now. All the class speshul skills have some explanation what stats you get buffed when you use the skill so it shouldn't be too tough. Go and try it out, there are no drawbacks on any of 'em(even for martial artist, one of those speshul skills cuts down on your speed but you can get over that by USING ALL THE SKILLS AT ONCE AND BECOME THE FIST OF THE NORTH STAR).

EDIT: Finally got the avatar of *ELEMENT HERE* secrets to show up in slabs. Avatars can also write books about how to become an avatar, which is good because unlike with necros, an avatar isn't safe from beast predation. Quite a few slabs have been lost due to the avatar being slain in combat. Wait, would the books get lost too then? Or does the "the legendary slab was lost in this place in this year" mean the slab is actually still there at the site, waiting for someone to show up and read it?

Got to test that too at some point.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on March 07, 2012, 04:31:15 pm
Okay. I've been doing some work on the mod all this time, so here's what's been going on.

Avatars sort of work right now. Sort of being the keyword here. They all have the universal bodytype that makes them really-super-tough, but I need to learn a bit more about body structures and how to get those to work properly, since right now they got bones, muscle and so on like other creatures. That won't be a big issue to fix, I hope. This because stuff like Water Avatars should have water inside their shells, Fire Avatar have flames and so on.

They are really-super-strong right now and have flying abilities. Picked and combined adamantine and slade values for their bodies, so they're as sturdy as adamantine but also punch like they were made of slade, so there's a lot of bones being broken when their hits connect. Their strength also often sends targets flying away. Throwing is also hilarious. What with enemies smashing against obstacles and breaking apart. Will add some special abilities to each of the Avatar when I get them to work right, flame bursts and fireballs for Fire Avatar, thunderbolts and so on for Energy Elemental. Water is a bit harder, but let's just give 'em an ability to disable lungs and call it "fill their lungs with water", okay?

Need to figure out how internal materials work too and so on. Right now they all bleed gas, and it's being shown as "boiling * Elemental gas." I will probably name it boiling mana or something.

Also to do this weekend, a fix for firebreathing critters. Found out that FIREIMMUNE and FIREIMMUNESUPER tags don't apply to all the tissues creatures have. Need speshul tags for that. Tests at least showed that no more will adventurers bleed to death if their clothes catch on fire or they stand on grass that's burning. Sorry about that. I'll have the stuff up by weekend, sort of busy with school and crap right now so I don't have a lot of freetime to mess with the mod that much.

Dragon avatars worked okay. I wonder if it would be possible to make 'em large predators instead of megabeasts and still have 'em show up and take over civs. Will need to test that too, wouldn't want a super-sized dragon showing up all the time as a megabeast despite adding insane attack requirement tags.

Noticed that banshee can be undead. That's sort of redundant since they ARE undead fluff-wise, so I'll be fixing that thing too.

Can't think of anything else that's under work right now. I probably won't have the time to add the Avatars by the weekend, but that's a rather big project for me anyway because I'm not just adding a bunch of bodyparts together and calling it a day like with creature additions so far.

Also need to find out whether or not those god damn adventurers are using their buffs on enemies when they get in range, or what. Hopefully I can figure out a way to have that work like intended.

At least on testing phase, people with the ability to turn into Avatars do it automatically on themselves. As a hint to future, if you ever end up against an Avatar, I suggest getting the hell out of dodge. Those guys and girls will fuck you up.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Radiant_Phoenix on March 12, 2012, 09:26:47 pm
Also need to find out whether or not those god damn adventurers are using their buffs on enemies when they get in range, or what. Hopefully I can figure out a way to have that work like intended.
USAGE_HINT:CLEAN_SELF]?
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on April 04, 2012, 12:47:56 am
Yeah, I think that's the best way to go with it right now to have automated self-targeted buffing. Let's just say that the powerups blow the blood and grime right off the person. Just like in my Japanese animes!

Anyway. God damn I sure was wrong when I said I'd have an update ready all those weeks ago! Today's the last exam day though and there's a long weekend coming. I'll have the update by then. Especially since the current version on DFFD has that little errorlog thing that's result from Toady adding stuff to body detail plans so yeah.

The avatar thing is STILL under work though. The transformation, I mean. I wouldn't hold my breath if I was you. Dragon avatar thing too. They're intelligent, megabeasts(to make 'em "unique" and crap), huge and with insane attack requirements, but before I let 'em out I gotta make sure the attack requirements are the sort that are never met. Maybe test Adventurer mode too to see how the dragons do as civ leaders.

Another thing that came to mind, need to update the naga and give 'em some variety in attackers. Like normal mages who toss fireballs, and better mages with some status-effect spells. Archmages with knockout spells and so on.

Yeah.

Also, need to make pet rocks come out in all the flavors of stone the game has. Because everyone loves a microcline pet rock!
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Graknorke on May 26, 2012, 07:21:00 am
Nice work! I have to admire the patience and effort required to do something this big.
Have you though about making a mech civ and generally make jokes about how old they are?
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on June 11, 2012, 05:21:49 am
A mech civ eh? Well, not really. If I would add anything mecha-related to the game, it'd be something like intact mecha pieces that you could find underground, put 'em together in a workshop and... Dunno. Probably the most sensible solution would be to have a blast of MAGIC occur from the reaction, changing the person putting the mecha together into a "mecha pilot". And of course the machine would have to be insanely big, and armed with such weaponry that you could crush everything forever and laugh about it.

Anyway.. I must admit that for a loooong while I haven't done shit about this mod. I blame it on "oh I'll just wait until the new version is out", "I'll just wait until minecarts are done" and "I'll just wait until I'm finished with school and vacation starts".

Now all those are over and done with, meaning it's once again time to get my lazy ass off from the workbench and squatting down in front of my computer, editing away.

I guess I'll start with the obvious, adding the new stuff to the civs in the mod, messing with the ore numbers, if that wasn't hardcoded(can't remember) and... I guess that's it? OH RIGHT, those god damn FIRE_IMMUNE or FIREIMMUNE or whatever creatures need to actually be immune to fire as well.

Maybe I'll add a poison gas attack to Dragon Slayers too, so they can take down dragons at even better efficiency. And of course I need to mess about with the super-power skill activation thing so it'd work as intented at Fortress Mode as well. So much to do.

After all that is done, I guess I'm going to finally get cracking on the avatar issue. Especially the dragon avatar thing. Need to check whether or not having a megabeastie leading a civ can result in the megabeast paying a deadly visit all of a sudden. Maybe I should just make 'em random large beasts in the wild, that might help, although then I need to check that they don't just show up to talk treaties and smash and burn everything. I'll get started on that after the new version update to the mod though, wouldn't want to release a shitty product, like I usually have done with this mod.

This would be all so much easier if I actually knew what the fuck I was doing, but that's what you get with a Dabbling Modder. But yeah, stay tuned all you two people who use this mod!
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Ieb on June 14, 2012, 03:31:15 pm
God damn I've been so fucking busy. Uploaded the new and updated mod to DFFD. Link here (http://dffd.wimbli.com/file.php?id=4421) and in first post. Let's call it Paxia, because this mod is just as slow.

This is only a quick update done in one sitting. Stuff that was added/fixed/whatever:
- Fucked around a bit with the language file. ALL THOSE DUPLICATE WORDS.
- Creatures that were supposed to be immune to fire and heat in general now actually are immune to fire and heat in general. Or at least their fat is.
- Creatures able to shoot fireballs or jets of fire no longer function like broken flamethrowers with their power switch stuck at On. They have actual delay between using their firebreath.
- Added minecarts and/or wheelbarrows to the entities that could use 'em. With some logic too. Not a lot though, remember what mod this is.

The Adventurer buff issues is as it is. It can't be made to function in Fort-mode without having the casters spamming your Combat reports ALL THE TIME. It's an Adventurer-mode only thing now. Probably for a while too, since I doubt that system is going to get touched by Toady anytime soon.

Stuff to do and shit:
- AVATARS GOD DAMN(long-term plan due to me being a shitty modder)
- More spells for civs that have spell-casters. Healing magic for moglins, destructive magic for naga and so on. The moglin civ might be made able to heal all wounds, so if you're missing a limb or two, find a moglin and they could heal you completely so you'd get your limbs back? Need to test that first and see that it works only on friendlies. The Adventurer civ moglins wouldn't get the skill though to keep things mildly fair, especially since in case you have a moglin in your military, they might use the skill the moment someone loses a limb in battle and it'd cause 'em to lose all the gear they had on, unless changing body form doesn't do that as long as it has all the limbs humanoids have. It'd be a bit overpowered too. Oh well.
- Poison gas skill for Dragonslayers. It's not what you think it is.

I'm sure there was more but I forgot. Oh well. Let's hope I can get all the actually new shit done fast. Insert laughtrack here.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Hugo_The_Dwarf on June 14, 2012, 04:02:57 pm
Glad to see that this still lives.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Ieb on June 15, 2012, 05:24:02 pm
It's nice having free time, and spending it all on modding like crazy.
Elemental avatars are actually close to being finished, just need to tweak a few colors here and there. They still need to be tested for real in fort-mode and whatever though, but they function like normal "I wanna be immortal!" driven fools. Gods give them knowledge, they turn into an avatar and can then teach others their skills. Which is nice because avatars tend to have really short lifespans as far as I see. All those elemental lines of Avatars, cut forever because Megabeast #8 decided to visit the avatar right after they got their upgrade.

Looks like the next update is going to be "The Big God Damn Hero update" since most of this crap will affect Adventure-mode more than Fort-mode. Unless an avatar migrates to your fort, although even then they won't use the transform skill because god damn I can't figure out how to get it to function in a sane manner.

Anyway.
The quick rundown on Avatars is as follows:
- Once you learn in Adventure-mode how to become an avatar of some element, you can use it as an acquired power. It momentarily transforms you into an elemental, during which you can pretty much wreck whatever is against you. Let's just hope you don't run out of your powerup before all the enemies are dead, what with the fact that you lose all your held gear the moment you transform to and back.
- Most of 'em are big humanoids(80000, a few don't have legs though because I don't know, ask the devs), sturdy as hell(aw shit, adamantine-strength "skin" layer under which all your sweet sweet mana is contained) and twice as strong. Talking about "you punch the bad guy in the upper body with your left hand, and they are propelled away by the force of the blow!" strength here. I think I stated that earlier. But now this is actually working a lot better than back then so yeah.
- The elemental forms of avatars have their own speshul tricks besides being able to snap foes like dry twigs, list of which is as follows:

Water:
- Able to swim REALLY REALLY FAST. Also UNDERSWIM, if that works by now. Wiki says it hasn't since 31.25 but whatever.
- Able to cast 2 offensive spells, that flick condensed water spinning at foes, breaking their bones and sometimes propelling them by the force of the blow.

Energy:
- Able to cast 3 offensive spells. Lightning is a TRAILING_DUST_FLOW spell, Big Zap Attack a TRAILING_GAS_FLOW spell(don't ask, I work with what I have) and Megashock an UNDIRECTED_DUST attack. They tend to cause a lot of discomfort to your enemies, what with being shocked by electricity. Dizziness, paralysis and impaired heart functions ahoy!

Earth:
- Able to cast 2 offensive spells. Boulderdash throws a piece of stone at your foes, doing what you'd expect. Sands of Suffocation is an UNDIRECTED_DUST attack, that wraps your foe(s) in living sand, slowing them down like hell as well as causing suffocation what with having their lungs full of sand.

Wind:
- Able to fly.
- Able to cast 2 offensive spells. Vortex is an UNDIRECTED_DUST attack that knocks your foes out, and Invisible Blast is a nice blast of magic meant to break bones.

Light:
- Illuminates the darkness! Go forth, and destroy the forces of Darkness!
- Able to cast 2 offensive spells. Light Blast throws condensed light(MAGIC!) at foes, snapping bones. Illuminate is a nice TRAILING_VAPOR_FLOW that robs foes of their sight, as well as causing burn damage. I actually don't know where the burn damage comes from, but it amuses me so I left it in.

Darkness:
- Able to cast 3 offensive spells. Tendrils of Darkness is a tentacle-rape spell that snaps bones, Shadowbat Swarm is another that snaps bones and Mayhem Burst knocks your foe(s) out as their minds get ravaged by nasty visions and nightmares.

Fire:
- You are REALLY SUPER HOT. Literally. People don't like being too close to you, since they'll probably be set on fire.
- Able to cast 4 offensive spells. A lot of fireballs, firebreath and of course a nice "fuck you" in the form of a dragonfire-ripoff spell.

Ice:
- You are REALLY SUPER COOL. Stay away from water, or you'll end up encased in ice pretty much immediately.
- Able to cast 3 offensive spells. IceBall and Ice Needles are there for you when you need to break the bones of your foes, and Ice Nine when you just want to give 'em a good oldfashioned frostbite.


Next up, I guess I'll try making moglins able to heal friendly units of all injuries, because moglins don't get the "chicks dig scars" thing and do their stupid magic on every war-grizzled veteran. Moglin chicks dig tails, you know?

Anyway, spells for moglins, some for naga and I guess I can think of something for all the rest of magic-using civ creatures. Then I STILL need to check the 3-eyed trobble frequency thing, maybe add an alloy for dragon-, night- and zardbane so you could make nice and heavy blunt weapons out of 'em(they're steel-weight right now, they're okay but they could be EVEN BETTER). And then I need to check whatever the hell I've said here in the past and try to remember if I did something or not. Probably not.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Graknorke on June 16, 2012, 01:55:31 am
I just tried to log into my years-old AQ account and realised I forgot my username. Herp-a-te-derp.
I remember that it did have that really awesome sword that had a special attack of 999999 of all the damage types though.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Ieb on June 16, 2012, 04:01:30 am
I can only assume it was the Blade/Staff/Spear, since I know the Knights of Order way too well and they'd never allow such a weapon in player hands, save for the Awe series, although the speshul attack on that is just to set enemy HP to 0 and whatever.

In mod relevant news, an idea. Abuse that ATTACK_VELOCITY_MODIFIER thing, I think it's sort of new because if it's old, I can't fathom why I didn't think of adding each adventurer class caste their class speshul attack skill as an attack able to hit for MASSIVE DAMAGE. Assuming it works as I think it does.

EDIT: Moglin healing now works. It momentarily transforms you to a "drifting soul" until all your damage is cleared. However, as moglins pick their healing targets based on how much grime they got on 'em, it may not work perfectly all the time in Fort mode. Moglins have bad eyesight, you see, so the moment they spot ALL THAT BLOOD the first thing that comes to mind is "Oh noes they're terribly injured!" They have 2 spells, one that they can use on themselves and another to use on injured friendlies. Will need to test how well that works.

Now, to move on to hostile magic for some hostile civvers.

EDIT2: Oh for gods sake why did I never test ATTACK_WITH_EDGE before now? Adventurer classes speshul attack skills now likely to lob off limbs. AND THAT'S THE WAY I LIKE IT.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Graknorke on June 17, 2012, 01:58:19 pm
Wait, the Awe SERIES!?
Last I remember, there was only the blade. And the thing it shows you is it doing a series of numbers consisting of 9s, again when I last played, a very long time ago.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Ieb on June 17, 2012, 04:24:36 pm
You obviously have. Now you can pick a spear or a staff besides a sword for your Awe weapon, and there's also an Awe armor. Maybe it was a whole set too. Forgot.

Anyway, process is being made. I'll just whip up the various spells I yoinked off of the Spells list and apply 'em as appropriate. Then add some spell-casting castes to some evil civs so it's not "AN AMBUSH! CURSE THEM!" and then a bazillion spells are thrown at people.

I think I might as well add adventure mode reactions for the base Adventurer that allow them to change their class through MAGIC. Maybe even their body type altogether, like from adventurer to shevite and so on. In case some people pick Adventurer and later on regret it, they lack a SUPER SPESHUL ability, after all. Or 4 arms. Or tentacle legs. And so on.

Adding Scale Rot now. Unlike in AQ, it'll affect all creatures(in the mod) that have scales. Since it's, you know, Scale Rot. Domestic pets excluded, of course.

Scale Rot now works. The larger the enemy though, the longer it takes for the Rot to do it's dirty work.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.02.
Post by: Crazy Cow on June 19, 2012, 01:17:24 pm
I must admit that for a loooong while I haven't done shit about this mod. I blame it on "oh I'll just wait until the new version is out", "I'll just wait until minecarts are done" and "I'll just wait until I'm finished with school and vacation starts."

Now all those are over and done with, meaning it's once again time to get my lazy ass off from the workbench and squatting down in front of my computer, editing away.

You have no idea how happy I am. Game playan ahoy!
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Ieb on June 19, 2012, 04:46:26 pm
Well then you might be happy to hear that I'm currently doing something I rarely do: Playtest the mod before releasing it! Since I'm such a busy person I usually just check that there's no errorlog mentions and toss it out. Right now I'm at such a state that the mod is pretty much ready to go as soon as I check that the new shit works okay, and maybe check if some old shit needs to be tuned a little.

I really shouldn't do that.

Anyway, I'm thinking about removing harpies from the Adventurer civ. While I enjoy the idea of a flying caste member, there's a lot of problems with Fort-mode if you are making an overground fortress. This test fort has me babysitting the harpies because they keep flying to the top of buildings and THEN realize "OH GOD THIS IS SO HIGH" and freeze there, starting to wait for me to realize that they once again trapped themselves. Maybe some beautiful day, flying AI will be fixed and we can all enjoy flying civvers the way they SHOULD be enjoyed.

In other news... Mages casting their spells to underground again. God damn it. Need to fix that somehow. I "fixed" spells earlier so in adventurer mode spells with 1 max target only accept 1 target, so I guess I shouldn't have applied that fix here. WHOOPS!

Found out that zardzillas show up Friendly. Immediately realized that it's probably because they aren't actually with any tag to make them hostile. I THINK that's what caused a dracopyre to show up friendly way back too. Added CRAZED tags. Also, note to self: Fix Zardzillas too because you forgot to make them immune to firebreathe damage. WHOOPS.

Probably should tweak the Vampire civ pop ratios a bit. Two vampire lords showed up to trade as the first thing, and took off flying to the depot, leaving the animals behind(one got hit bad on the head and knocked out, but got back up soon. I didn't know DF let that happen. Sort of nice, I guess.), and most importantly, all the god damn trade goods were left on the animals too because the merchants don't really work that well when separated from their animals.

Hopefully I can make the fort a hotspot for crazy badasses to handle many sieges and years, so I can properly see how well the difficulty curve goes. Third year started, only seen sneevils and dwakels of the hostile races, the biggest threat have been giant kea. Fuckers keep stealing my wheelbarrows. But now I have rivebows, and ammo! HAHA!

Anyway, hopefully I can get to a state of "I AM NOW FINISHED WITH THIS UPDATE" soon.
It also depends whether or not I think the Adventurer class-change thing is useful. I mean, you can pick any of the classes/castes when starting on Adventure mode. Maybe people like the challenge?
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Alkhemia on June 19, 2012, 05:01:25 pm
Trying this mod out because I use to play adventure quest a lot some years ago way before world came out anyways looks good for far mess with the raw and playing as Naga, Angel of Darkness + Hellhound = sucks for all thouse invader which is about everyone but the goblins  8)

edit: before DragonFable to wow been a long time.
Title: Re: Lore/AdventureQuest mod. Updated to 0.34.11.
Post by: Ieb on June 19, 2012, 05:11:17 pm
Just don't get too attached to whatever fort you make. Odds are good that a regen is required for the new shit to work, especially if I decide to remove harpies from Adventurers, which is likely. I could take away their flier tag, but that'd just be stupid, a winged creature that doesn't use their wings?

The currently available version also doesn't have creatures actually immune to fire even when they're able to breathe fire. I think. Pretty sure. I'll try to hurry this testing up, but I got work and the dreaded juhannus drawing near. Maybe by next weekend I'll have the testing done. Maybe that one guy who asked for the current mod files can crank out some testing and get results too.

Speaking of Dragonfable, I would support the other games too, but AQ is the only one I really play. Not to mention that the other games lack description for enemies and so on, and I can't be bothered to come up with fluff for every crazy creature they have. Which tends to be a lot.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Ieb on July 02, 2012, 06:36:51 am
It's a bit late, but here it is! The Big God Damn Hero update to the mod, which is now, let's say version Stragath. In case you were crazy enough to download this mod, you will need to regen if you want to update this mod. List of stuff done:

- Removed the harpy caste from Adventurers, will be added in the far future when flying civvers work without getting stuck on roofs they should be perfectly able to fly down from.
- Dracomancers no longer arrive to trade. Turns out that a civ that uses wagons and trade animals, and also is able to breath fire AND dragonfire, makes for a poor trading partner when the merchant sees a particulary threatening buzzard, uses their fire breath and the whole god damn caravan is burning.
- Trading civvers previously able to use fireballs had that skill removed, due to similar reasons as above, as well as the fact that the new fire-behavior makes the situation as "guard throws fireball, fireball hits the ground near caravan and grass is set on fire, wagons halt because they are surrounded by fire and are promptly lit on fire, merchants get their panties in a twist and leave in a huff". When an enemy throws a fireball and the entire caravan is torched, that's normal. When the merchants themselves destroy the entire caravan and leave in a huff, that's stupid.
- Status spells removed from mages and wizards. Reason: They were being cast all the time, spamming the Combat Report log like crazy. Apparently "line of sight" with interaction spells works through everything in Fortress mode, no matter what. Also, Knockout spell was overpowered. Seriously so. Like, "knock out the entire siege just because I can". They got some spells to throw though, so it's not like they're again useless! Seriously!
- Vrictus Spectre also lost the knock out spell. I haven't seen it in action, but if one mage was able to knock out an entire siege with one casting, I don't see why a Vrictus couldn't do the same to an entire fort. Theoretically, at least.
- Seed spitters of all sorts, goragogs and creech are now properly made from plant/wood matter and will no longer drop bones or leather. Which makes sense, right?
- Some hostile civs got spell-slinging castes added.
- The Captain of the Guard position of Adventurers is now known as Guardian Commander. Finally, you can be a part of the elite, for just 19.95$!
- Rewrote some of the fluff in Adventurer caste members. Added some info on castes about what their area of expertise is.
- When Berserkers use their Adventurer-mode powerup, they get NOPAIN, NOSTUN, NOEXERT and NOFEAR until the effect wears out as well as the buff to stats.
- Added the heavy alloys for nightbane, dragonbane and zardbane. Just add lead together with one of those metals and you get some nice and heavy weapons-grade metal out of it! Good for blunt weapons, also works for other weapons since it'll make hilt hits and slaps and so on stronger due to the added weight.
- Added the class-specific special attacks to Adventurers. They work nice, cut off limbs and so on. Due to the fact that all adventurers are trained to fight with both their arms and feet, the special skills are usable with those as well. Especially if you have lost both your arms OR feet.
- Made quite a few creatures of the mod trainable for war. Because!
- Avatars are in, so get to Adventuring and find those slabs! And uhh, kill the entire world, I guess. I know you will do that anyway.
- Demons no longer are hot enough to set things on fire. Mainly because the update to fire behavior causes stupidity on both sides.


And now time for ranting again! This is the stuff that is NOT on the mod.
- Stat-buffing in fort mode just won't work. It's Adventurer-mode only, for the MOST part. Your fort dwellers will use the skill but that's AFTER they've been spooked by something and they run away like wussies.
- My glorious idea of giving Beastmasters a skill to give the ability to talk and learn to creatures, in order to tame and get 'em to Join you in wacky adventures failed. They do get the ability to talk, but the most they want to tell you is "PREPARE TO DIE!"
- Trying to give the Adventurers oneliners to throw with SOUND:ALERT failed, I think civilized creatures just won't do that? I don't know.
- Draconic avatars are NOT in. Those need more work and so on.
- Moglins didn't get a heal skill after all. Due to the LINE_OF_SIGHT fuckery in fort mode, they were healing EVERYONE no matter how "wounded" they were.

That's it for tonight, folks! Let's hope the next update to Dwarf Fortress gives me an excuse to update this again. That, or AQ devs get their act together and add some actually decent monsters to add to the mod.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Crazy Cow on July 02, 2012, 10:21:50 pm
*Debesh cracks his neck.*
Time to do something I should have done a long time ago.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Crazy Cow on July 02, 2012, 11:57:44 pm
As of right now, organization of an Adventurer fortress is extremely difficult. Castes are tedious to identify and it's easy to forget; to counter this, I've made a small mod of your mod.
(http://desmond.imageshack.us/Himg513/scaled.php?server=513&filename=66220151.png&res=landing)
Spoiler: Critter List (click to show/hide)
Every Adventurer has about 72.8% chance of being a normal human, 17.7% chance of being one of the special classes, and 9.5% chance of being one of the 'alien' castes.
Download it here (http://dffd.wimbli.com/file.php?id=6610). It replaces creature_AQmodEntity.txt, which should be in the main download. If it's not there you have a problem ;P

Just so you know, Ieb, I hate your caste organization with all of my fury.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Ieb on July 03, 2012, 01:40:01 am
I'm not exactly fond of it either. I blame "OH FUCK IT LET'S JUST MAKE IT WORK". And then figuring "HEY IT WORKS NOW, I WON'T HAVE TO TOUCH IT EVER AGAIN!"

Now that I think about it, I recall that once I tried adding the castes their own tiles. But then I got pissed off at the blinking between U and whatever it was I tossed out at 'em.

...annnnd these guys don't blink at all. I checked out the wrong fucking creature tag to add again, didn't I? I think I'll follow your advice and add the caste identification right now. Although I'm not so sure about the percentages of classes/"foreigners".

There's only one way to solve this, a poll that will answer nothing because no one will vote on it! I give it 2 weeks, so I can have more than enough time to sit on my ass and not do anything, ha! Ha ha!

The update to class and caste idenfitication is now implemented in the main mod as well, thanks to Crazy Cow pointing out something I never saw as an issue because I'm not too picky if my master swordsman is a moglin or a frost giant.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Hugo_The_Dwarf on July 03, 2012, 01:52:32 am
Something else, Caste percentage should be based on
"Who is more common"
"Who has useful abilities"
"Who is Rare"

you might find more humans, then mages, but your might barely see a Dracon-were-pire thing. just my 2 cents
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Ieb on July 03, 2012, 02:10:20 am
I guess that can be done to spread out the castes a bit more. Unfortunately, the exact details on the various species present in AQ are near-nonexistant, or alternatively they're hidden in some forum thread again by Falerin. FALERIIIIIIIIIIIIIIN!

And you're probably better off not seeing draco-were-pyres. But yeah, I'll be thinking about possible ways to spread the castes a bit more. As a note, checking out the new caste identification in a fort I had made when I started testing and locating issues started crashing whenever I tried to run it with the new stuff.

!!WARNING!!
A HUGE GAME STABILITY ANNOUNCEMENT IS COMING FAST
!!WARNING!!

SO IF YOU WANT TO IDENTIFY CASTES, YOU MIGHT WANT TO COPY AND STORE YOUR ORIGINAL creature_AQmodEntity.txt FILE, IN CASE ADDING THE UPDATES WOULD START CRASHING YOUR GAME AS WELL. MAYBE IT WAS JUST ME, BUT BETTER SAFE THAN RAGING.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Crazy Cow on July 03, 2012, 02:36:10 am
I'm not exactly fond of it either. I blame "OH FUCK IT LET'S JUST MAKE IT WORK". And then figuring "HEY IT WORKS NOW, I WON'T HAVE TO TOUCH IT EVER AGAIN!"

I can understand that. Doesn't stop my inner OCD from wanting to tear it all apart and put it back together the way I like it ;P

Now that I think about it, I recall that once I tried adding the castes their own tiles. But then I got pissed off at the blinking between U and whatever it was I tossed out at 'em.

...annnnd these guys don't blink at all. I checked out the wrong fucking creature tag to add again, didn't I? I think I'll follow your advice and add the caste identification right now.

Sounds like you were trying to use [ALTTILE] instead of [CASTE_TILE]. Alt tiles will do exactly what you describe; caste tiles do what I did ;P

Although I'm not so sure about the percentages of classes/"foreigners".

There's only one way to solve this, a poll that will answer nothing because no one will vote on it! I give it 2 weeks, so I can have more than enough time to sit on my ass and not do anything, ha! Ha ha!

I didn't vote for myself, because I'm not biased towards my own work. Not at all.

The update to class and caste idenfitication is now implemented in the main mod as well, thanks to Crazy Cow pointing out something I never saw as an issue because I'm not too picky if my master swordsman is a moglin or a frost giant.

I love it when I do random bits for a mod and they become part of it. Happened with Nidokoeng's Pony Mod, happened here. Makes me feel loved '3'

Sorry for the crashing bit, by the by. Didn't mean for that to happen D;
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Ieb on July 03, 2012, 04:22:03 am
I didn't exactly do a lot of testing and see if it happens with a "fresh" update. The fort I'm still running is pre-BGDH update, so it might be related to the outdated factor. That, or DF for some reason decides it wants to crash if you add new caste tiles. Go figure.

Anyway, I got nothing against people showing up and rewriting my raws and offering updates, for the most part, the code is sort of a mess. IF you can get the Adventurer files in order, be my guest. It took me hours to make it work, and the mess you have seen is what was needed to get everything to work with proper bodyparts and without the "unknown creature substance" showing up.
Title: Re: Lore/AdventureQuest mod. Big God Damn Hero update(0.34.11).
Post by: Ieb on August 16, 2012, 06:53:30 am
Oh boy, it sure has been a while! I sort of got caught in work, other work and now it's back to studying! The good news is though that I'm back on track with this god damn mod. Current stuff, adding some new monsters to the mix. Also, all but the basic zards lost the Zardzilla-infectious castes. It seemed appropriate, a low-level infection for low-level monsters.

Besides the monster update, I'm also gonna see if I can fuck around with a specific megabeast or whatever character being able to turn people into semimega's or megabeasts. Beware, it's the Mysterious Stranger! Also able to raise skeletons and so on. Let's just say they serve Chaos. Assuming I get it to work, it'll be pretty easy from then on to add to it, turning historical characters looking for immortality(which will be fixed appropriately when we get some more goals)  to whatever special bosses AQ has had in the past. Right now the list isn't long, since stuff like Bradakhan's dragon-taming ability doesn't come with a token bending certain creatures to one's will, same goes for Drakonnan's fire-creature utilization, so those are on hold for the time being. Numbered Beasts will make it in, save for Doc Sawbones. That one seemed a tad too specific. When new NB's arrive, I'll add those in as well.

After all the new stuff goes in, I guess I'll do a sweep through what was already in the mod and see if there are details I've missed. Or just some stupid things, like Skeeters having a tail and a stinger. They're giant mosquitoes, god dammit, how did that get there!? Anyway, with my current speed, I'd say it'll still take me about 2 weeks to get this mod out, unless I get into a good drive and add a bunch of stuff at once.
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Ieb on September 11, 2012, 03:06:33 pm
This update is brought to you by the letter
X (http://www.youtube.com/watch?v=oGL_5G3Yt8s)

It took longer than I thought, but believe me, there are good reasons! Hilarious reasons! The sort of reasons that I had to go and cut out entire sections of content! Reasons for that are as follows:

A while ago I finally got rid of my shitcan of a computer and updated to one that had WHOPPING 6 GB OF RAM, WHOO BOY(my previous comp had 1). Back then I had problems with DF deciding to keel over dead during world generation, probably because of my lack of RAM for the everhungry monster that is Dwarf Fortress. But then I upgraded, and I noticed that "GOD DAMN IT STILL CRASHES? AND ONLY WITH MY MOD?"

So I delved in after I finished updating the mod, more megabeasties and so on. Well, in the end, I found out that there were a few crash-causing things and had to correct 'em. List is as follows:
- Megabeasts were causing DF to crash during world generation. I have no idea why. All megabeasts were removed to improve mod stability(which pretty much meant the mod became stable).
- Entity creatures which had MATERIAL_EMISSIONS along the lines of mah spells were causing DF to crash during the last step of world generation, site generation. I just don't know why. All spellcasters were removed from entity creatures. To make up for it, Avatars now get a lot of spells to sling. Fire Avatars don't get the firewave attacks because they'd probably either just do a lot of friendly fire(HA) or kill themselves(dragonfire is HOT and the syndrome functions to turn people into avatars don't let you give them fire-invulnerability).
- Werebeasts were causing DF to crash during world generation. Like the MB, the werecreatures are now gone.

Because of the usual lack of error log mentions for sudden DF crashes, I don't know at all what is causing the crashes with the creatures. Some MB were more crash-prone than others, "Akriloth" made it to the last steps before I was ready to call it and upload the mod, but at the last moment he crashed DF just like the others.

All the fixing and shit that I had to do ate a lot of time from my studying, so to compensate I will have to put this project on hold until I get done with everything I should have done instead(the mod was driving me crazy while I tried to pinpoint what was causing crashes and where(this meant I had to move files out of objects and do a lot of world generations to see if situation improved)).

While Adventurers lost their Mages and Wizards, Crazy Cow's update to how all the castes are displayed is there instead.

Shockingly, some new things DID get in and didn't force me to remove them altogether!
Two new secret-caused immortals.

First is the Necromant, they're like your average necromancer except they can ALSO summon demons by offering corpses for the demon to take over. Also have some offensive spells(apparently it does NOT cause issues with DF when material emission skills are handed over through secrets unlike straight with raws to individuals) from Darkness-spell list.

Second is the Mysterious Stranger, the ways of Chaos are tempting indeed. Once these jerks show up they tend to go on a convert spree, raise a bunch of corpses and settle in a tower somewhere. Like the necromant, they also have the knowledge of offering corpses as demon-hosts, but they also come armed with a large variety of offensive spells.

Thanks to me learning that the crash-issues were not because of my shitty comp, all the entities also had their pop cap raised to 10k. Also, five new civs. Two aboveground, first the Herd Masters, basically human who's whole gig is that they deal with exotic creatures and are more than eager to sell some to you. Next the Vartai, evil half-draconic jerks that want nothing more but to stab you in the face. The underground civ's are the Ku, an insectoid race that wish to spread the message of Ku and stab you in the face, then we have wild cave griggits and cavezards.

That's about it for what I did. When I have time for it, I'll try and make the removed MB's work and maybe even figure out WHAT was making everything on that list crash the game! HAHA LIKE THAT'LL EVER HAPPEN

Anyway, because of this update, savegame compatibility is not available. And for the love of god, if it turns out that despite all the world gens I've been running for a while now to see if the game still crashes with what is still left that your DF still crashed with this mod installed, contact me. If there's one thing I hate it's doing a half-assed work, the mod before this fix spree of mine wasn't even half-assed, it was quarter-assed. If even that.
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Graknorke on September 11, 2012, 03:10:01 pm
So everything is breaking even though it works in the base game?
That seems a little strange. Is it because of the increased number of creatures or is it one of those mystery problems?
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Ieb on September 11, 2012, 03:28:08 pm
I've put together mod packs that added even more creatures than what my mod has, and there never were crash issues like the ones I suddenly became aware of. And yes, unfortunately ALL the crash issues are mystery problems.

Also.
>update the mod
>write the huge ass post
>check the folder of my test DF
>errorlog
>duplicate entry
>FFFFFFFFFFFFFFFFFUCK
>quality modding here

Should be fixed now. Fuck.

EDIT2: ARGHLEBARGLE I MISSED ONE DUPE
FUCKS SAKE
WHY DOES ANYONE DL THIS SHIT

EDIT3: Found a minor issue, female ninjas were missing their POP_RATIO tag, so forts tended to be populated mostly by idiots and speedy female ninjas. Not that I have anything against it, but it sounded too much like the plot of Naruto so I added the POP_RATIO to female ninjas.
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Crazy Cow on September 19, 2012, 07:46:50 pm
Sorry about the lack of feedback, but I've basically dropped DF until the next update ;p
Just want to let you know you're still loved.
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Ieb on September 20, 2012, 06:55:23 am
Eh, I've gotten used to the lack of feedback.
Maybe I should have picked a more popular choice of source material?
Like Call of Duty. Or Counter-Strike. That's what kids these days play, right?
They'd be fighting claw and nail just to DL my mod so they could headshoot n00bs in Dorf Fort.

Anyway.

Found DFlang. Making moglins and drakels their own language, the other species unfortunately will have to SUCK IT UP because like, those two are the only non-human species that actually have named NPC's(or more than 1 named NPC). To compensate, I'll be making two other language files, or maybe just one depending how many NPC names I'm able to whip up from all the sources I have(basically AdventureQuest, AQ-Worlds, DragonFable). In case there's enough for two, we'll get a General_Lorish which'll have all the good/neutral names thrown in it for the good/I-guess-they-are-good civs, and Filthy_Scary_Foreigner that will have all the bad guy NPC's names in it for the evil civs.

Then of course the megabeast thing. Once the DF update hits and we actually get dark fortresses back into the game, I guess some civs will have their site types changed.
Title: Re: Lore/AdventureQuest mod. Never Underestimate Chaos update(0.34.11).
Post by: Courtesy Arloban on September 20, 2012, 11:34:36 am
Eh, I've gotten used to the lack of feedback.
Maybe I should have picked a more popular choice of source material?
Like Call of Duty. Or Counter-Strike. That's what kids these days play, right?
They'd be fighting claw and nail just to DL my mod so they could headshoot n00bs in Dorf Fort.

Anyway.

Found DFlang. Making moglins and drakels their own language, the other species unfortunately will have to SUCK IT UP because like, those two are the only non-human species that actually have named NPC's(or more than 1 named NPC). To compensate, I'll be making two other language files, or maybe just one depending how many NPC names I'm able to whip up from all the sources I have(basically AdventureQuest, AQ-Worlds, DragonFable). In case there's enough for two, we'll get a General_Lorish which'll have all the good/neutral names thrown in it for the good/I-guess-they-are-good civs, and Filthy_Scary_Foreigner that will have all the bad guy NPC's names in it for the evil civs.

Then of course the megabeast thing. Once the DF update hits and we actually get dark fortresses back into the game, I guess some civs will have their site types changed.

One thing I've found to speed up DFLang is to use many online name generators to make lists of names for various creatures and feed that list into DFLang(combining repeated uses of each generator into one text file)  there are even generators for names of snakes and hamsters, which gives language files for the animalmen.