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Messages - Usul

Pages: [1] 2 3 ... 5
1
I could add some low tier demons. The first tier is the only one with only two summons and I agree they do feel a little underwhelming. Demons are meant to quickly become powerful though. That's needed as summoners have no ways of matching the raw power of other creatures of the mod like liches and infernomancers, not to mention vampires and werebeasts who are even stronger.

I'll definitely change the soul extraction to require a sentient creature, I completely forgot about that.

2
That's because they are so powerful. There really is a gap between the tiers, the lower demons are good enough against bandits but the last three are pretty much megabeasts.

Summoning will be a secret, yes. NPC summoners will mostly use the random demon ability, though.

3
I'm thinking of adding summoners. Here are my plans:

Summoners:
They are a kind of necromancer specializing in demon summoning. Demon summoning is a difficult and dangerous art and it should reflect in the way they are played. The summoning ritual has to obey strict rules and will have a small chance of going wrong to follow the chaotic theme of these guys. Demons will be companions with all the implied advantages compared to undeads and will give bonuses to the summoner depending on the type of demon.

The ritual:
The basis of the ritual is using souls to pay for a specific kind of demon. The first step will be to use a power "Extract soul from a deceased creature" on a corpse. The targeted corpse will be turned into a sacrifice for a few turns (the rationale being that its soul is being sucked away, but it's really just a creature meant to die quickly). When the extraction is done (i.e the sacrifice is dead), you must butcher the resulting corpse and get a charged core. Then you'll need to use the reaction make soul (under the menu create) in Summoning. It will create a soul which you can store in your backpack or whatever. Note that for technical reasons souls disappear when in contact with water. Let's just say water is the element of life and purity and can dissolve your evil magic and move on.

Those souls are then used to make scrolls in the reactions under Summoning->make scroll. Performing the reaction will give you the ability to summon a demon using a corpse as a conduct. Note that depending on your luck the ability may not appear immediately but you will learn it in the few turns following the reaction.For other technical reasons you must not be wearing gloves when performing the reaction in order for it to work. Unfortunately I don't have a way to turn that into lore. Demon's costs range from 5 souls for the lower tier demons to 70 for the higher tiers. As that means keeping a lot of souls with you I also added a way to fuse souls into bigger souls (so 10 small souls can be fused into one soul which counts for 10 of them). You can currently have souls of sizes 1, 10 and 50.

Now you can summon a demon into this realm, but it doesn't mean it will automatically follow your orders, it may even want to kill you. You'll need to get it to stop attacking you and follow you using the standard conversation options (like any companion). Demons are made to be prone to accept invitations so convincing them shouldn't be too hard.

That's it for the ritual. For the lazy or desperate there is a second ability called "Open an unsafe portal" which targets a dead sacrifice. It will summon a random demon with a chance of failure and a high chance of it being hostile. Demons summoned this way won't give summoners their bonus.

Demons and bonuses:
As I said earlier, demon grant their masters a unique buff depending on the type of demon. In general higher ranked demons give better bonuses but they are pretty diverse so you may want to keep a low tier demon if you like what it gives. A summoner without any link to a demon suffers from a small debuff, but nothing too serious.

Here is a complete list of demons along with their abilities and costs:
Spoiler (click to show/hide)


And that's all. I've got mostly working summoners, but I'm still figuring out the costs and I need to test them so it'll be some time before I can release them. Everything is still subject to change, so if anyone wants to chime in feel free.

4
Quote
Don't feel bad at all, but you'll have a bit more trouble porting this than you might imagine. USAGE_HINT:FLEEING is currently broken so all regeneration and werebeast transformations need to be reworked entirely. I'm not updating FTN, but depending I might do a sort of "re-imagining" of it. DF modding, especially for adventure mode, is an art of compromising with partially broken/missing features to make something that's actually playable

Trust me, I know that. 40.01 broke a lot of things (the speed change was a big nerf for vampires, for one) but I'm mostly happy with how things are at the moment.

This version is actually complete already, everything has been updated and/or reworked and I made quite a lot of balance changes. I also added some creatures, reactions and moved around the existing ones (mostly so the semi-megabeasts wouldn't die in the first years of worldgen).

5
Mod Releases / Re: [44.05] Fear of the Dark : better night creatures
« on: January 26, 2018, 07:13:30 am »
Do whatever with it, I was actually doing this same thing today. Enough people have grabbed bits and pieces of the mod over the last few years that it doesn't matter anyways. As with any mod I've made for other games, I don't believe in restricting use for any reason.

*Back to the void, wooooooo*

Wow, I didn't think you were actually still active. Now I feel a little reckless, but I guess it's a bit late for that.

I absolutely loved your mod, it's what drove me to learn DF modding! Does that mean you are planning to update Fear the Night?

For the record, Fear of the Night has been completely overhauled with permission and input from Xangi in Dark Ages.

Nice, I didn't know that. Now I'm curious to see what you came up with, I'll definitely try it. :)

Dark Ages feels like a big change from vanilla though. One thing I liked about the original mod was that it was modular and could be used with other mods.

6

Fear of the Dark
I am a man who walks alone...



What's that?


I apologize in advance for the wall of text, I'm not a native english speaker but I just can't help it.

Fear of the Dark started as an update of the Fear the Night mod by Xangi for my personal use. Since then it has grown into something a little bigger as I added several features. The mod's focus was (and still is) to add better and more diverse night creatures and offer harder fights. A quick warning though : if you played Xangi's mod, please don't expect this one to be just an update and keep everything untouched. I changed a lot, for both balance and my-mod-now reasons.

The mod still isn't that balanced (not that the base game is any better, DF wasn't made for balance anyway), but I feel like it's at least playable and probably ‼FUN‼ as well.

So what exactly does this mod add, you ask?


New Vampires


Cursed by a god to prowl the night in search of blood, these are significantly stronger than vanilla vampires while not having all of their advantages. As always, you can become a vampire by drinking the blood of one, but there are others ways...

The mod adds three tiers of vampires :
  • master vampires : the strongest and fastest of all, they also benefits from all the immunities vanilla undead have. They can transform into giant bats, give themselves a temporary buff of speed and agility, paralyse targets with only a stare or make an entire group dizzy with just a scream
  • elder vampires : less powerful than the master vampires, but still way stronger than human beings. There are three kinds, each having different powers :
    • Canine : transform into a wolf, buff to speed and agility
    • Feline : transform into a panther, scream can disorient foes
    • Avian : transform into an owl, can inflict nausea upon targets with a stare
  • minor vampires : quite weak compared to the higher tiers but still stronger than vanilla vampires, they lack several undead immunities. There are three types, again with different abilities:
    • speed : lesser speed bonus
    • stealth : slightly stronger and more agile
    • transformation : can transform into a rat


Stronger Werebeasts


Also the cursed result of a god's wrath, they behave mostly like the vanila ones except that you are free to transform whenever you feel like it (you still turn at full moons, I think that's a nice touch). The werebeasts are also bigger and stronger than in vanilla and very resistant to all metals except one.
  • werewolves : the size of a yeti, they are fast and weak to silver :
    • red werewolves : can become berzerk, stronger human form, sharper claws but both human and wolf form are very weak to silver
    • white werewolves : weaker human form weaker but stronger and faster wolf form
    • brow werewolves : high recuperation
  • werebears : the biggest and meanest, they are powerful and weak to copper :
    • polar werebear : bigger and stronger but slower
    • grizzly werebear : can rage, sharper claws
  • werescorpions : because why not? They can attack with their tails and are weak to bronze :
    • non venomous : not venomous (surprising, I know), larger and more powerful attacks than the other one
    • venomous : slightly weaker but venomous
  • werelizards : more or less equals of the werewolves in size, they have sharper claws and are weak to iron :
    • werelizards : stronger, even sharper claws
    • werechameleon : a lot weaker, they are supposed to become invisible but it doesn't work anymore since a recent DF update. They are pretty useless, don't be one of them

Diversity in Necromancy


Like in vanilla, they learn their powers from gods or books and live in towers. Unlike vanilla, they can do other things than animating undeads. There are currently three types, I'm trying to make each of them unique but it's still a work in progress :
  • dark sorcerers: the closest to vanilla necromancers, they have spells debuffing their foes.
  • infernomancers : transformed permanently into a platinum shelled creature, they can use fire to destroy their ennemis. Their zombies are on fire
  • liches : very hard to kill, can fly, weaker undeads


Real curses


Unlike in vanilla where being cursed by a god is a good thing for an adventurer, the mod adds a number of "bad curses". You can still save-scum near a temple to get the vampire you want, but you'll find yourself reloading a lot because your adventurer has been turned into a goat or otherwise incapacitated.


Mummies a little more forgiving


Rather than cursing you with a permanent chance to fail a random action, these ones avenge the profanation of their tombs by trying to kill you and making a better job of it.
  • draugrs : can freeze their foes and throw ice spears. Zombies are frozen
  • tomb lords : covered in gold, they are skilled fighters
  • wights: cannot raise the dead but hard to kill


Night trolls everywhere


The mod replace vanilla's night trolls by its own creatures. They behave very much like vanilla night trolls, hiding in cave and lairs and turning random people into more of them. Drinking their blood gives you small bonuses. Some are fairly weak by the mod's standards, others are stronger. The majority of them shouldn't be a trouble for a semi-competent adventurer.

There is also a special kind of night troll that is also a kind of vampire and whose bite can turn you into a minor vampire.


Bogeymen you will fear


Because the name of the mod isn't just a Maiden reference. :)

But seriously, the vanilla bogeymen that an experienced adventurer can roll over are (mostly) gone. Scary creatures will appear among more vanilla ones and you should avoid traveling alone in the dark if you aren't sure of your abilities.

If you feel like trying anyway, some of these bogeymen carry within themselves the secrets of a random form of necromancy and may give them to you. Not without having a honest try at killing you, but you know what they say : with great risks come great rewards. And an even greater death, most of the time.


Megabeasts to add to the ‼FUN‼


  • Ancient Vampire : More powerful than any other creature in the mod, they are primal beasts knowing only the thirst for blood. Their bite carry the master vampire curse.
  • Vampire Lords : A more civilised version of the above, their bite can quickly drain you of your blood but also turn you into an elder vampire.
  • Golems : Ancients beings formed of rocks animated by some unknown force, they are rumored to be impossible to overpower. Quick  thinking is the key when pitted against a seemingly invincible opponent...


More crafts


Because slaughtering countless creatures just isn't that fun if you can't make trophies out of it, the mod allows you to create useful tools but also primitive weapons and armours from the bones of your ennemies. You can also make accessories out of horn, teeth and shells, much like vanilla allows you to make those out of bones.


Installing the mod


First you need to download the mod (here).

Installing a mod for Dwarf Fortress isn't that hard most of the time, you just need to copy the "data" and "raw" folders into your main DF folder (where the game is). Having done that you need to create a new world. The mod comes with customs worldgens optimized for it, but you can use your owns if you want, just remember to set the number of vampires, werebeasts, necromancers and night trolls to 0 and the number of bogeymen to 1 (not 0, 1 is needed for this part of the mod to work correctly).

Known issues

Because you just have to have those. :)
  • the ability of some vampires and werebeasts to turn invisible isn't working properly
  • You cannot make crafts out of an intelligent creature's corpse. It's a vanilla bug.

This is just a list of bugs that I know of. If you find one that isn't listed (or any issue, really, even if you're not sure it's a bug), please post about it in this thread. I play with the mod, but I can still miss issues for a long time if they just don't come into my attention. Also if something about the mod is unclear, please ask about it.

Spoiler: Changelog (click to show/hide)

7
Sorry for the late reply, I had some stuff to do.

I can't find any mention of an animated weapon in the raws of the 34.11 version, and I don't remember seeing them when I updating the mod. I'm sorry, but I searched in all the raws, checked the manual, then searched again with all the names I could think of. Are you sure you could find them before ? Could you provide a link with a save, or anything ?

Of course, you might be right, and I might be really dumb or just blind, but I just can't find them.

8
I didn't remove anything, but I did change the order in which the weapons are listed (it was easier for me to update).
What were their exact names ? Because I can't find any 'divine sword' in the Arena of a newly downloaded 34.11 version.

9
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 03, 2015, 05:59:53 pm »
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?
Not without dfhack, and everything you can do with syndromes/interactions can be found here and here.

And StagnantSoul you can use [CE_CAN_DO_INTERACTION:INTERACTION], it's a syndrome token, look it on the wiki.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 03, 2015, 10:08:03 am »
1) If you are going to have them made entirely of steel, you don't need the VERTEBRATE_TISSUE_LAYERS bit, it says what a bodypart is made of, and you already have the TISSUE_LAYER:BY_CATEGORY:ALL:STEEL token for that.
On this subject I still recommend to just use the force multipliers tokens, something like 1:1000 will make them resist everything but that one inorganic with 1:1 . And they'll still be fleshy.
EDIT: also, some errors:
Code: [Select]
[INTELLIGENT] [CAN_LEARN][CAN_SPEAK] ==> those were in the tissue:steel definition, and you had two [INTELLIGENT] tags
....
[CDI:VERB:raise his arms:raises his arms:NA] ==> you forgot CDI: before VERB
[CDI:TARGET_VERB:shudder and begins to move:shudders and begins to move], same thing
....
not really errors, but you may want to change that
[BODY_SIZE:12:0:70000]  ==> this is the human size, I thought the whitewalker were a little bigger ?
[HOMEOTHERM:10067] ==> this is their temperature, 10000 is ice temperature. It's just for flavor but you may want to change it
EDIT2: they finally spawn ! here is the entity:
Spoiler (click to show/hide)
2)PLAINS is not a biome, I replaced it with ANY_GRASSLAND and it worked.

4) I disagree, I think it's epic.
It's weird, what are they using ? I tried [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000] and iron swords only dent the skin. (edit: not only iron, but adamantine as well)

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 03, 2015, 07:27:29 am »
First of all, you should say you are modding for the last version, because there have been some change token-wise.

1) We need the entity to tell you why they don't spawn, but with only 6 civilizations, it shouldn't be a problem.

2) The game needs to place a playable civilization(with [CIV_CONTROLLABLE]). Others than that, maybe your entity is broken ? Again, we need the raws.

3) I suppose you know it, but entities raws goes in a file with propers headers(that is, the line entity_whatever then another line with [OBJECT:ENTITY]). And they need some ways to farm.

4) There is a [GENERAL_MATERIAL_FORCE_MULTIPLIER:x:y] which is a multiplier of the force of the blows they receive by x/y. You can also use [MATERIAL_FORCE_MULTIPLIER:material token:x:y] where material token can be INORGANIC:whatever or CREATURE_MAT:creature:material for a material defined in the creature's raws(teeth or nails, for example). 

And just a thought, but you don't need to give them a steel skin to make them powerful. You can raise their attributes, give them a [SPEED:] really low(which make them really fast), use the [ATTACK_VELOCITY_MULTIPLIER:x] (in the attack definition) to multiply the force of an attack... and other stuff, look here.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 02, 2015, 06:01:04 pm »
I'm not familiar with PerfectWorld, but Deon made one.

Absolutely amazing man! That's what we needed with Kait!
Awesome!

Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
I know it, though I don't have an account. I thought it was dead.

13
DF Modding / Re: Create a necromancer civ
« on: July 02, 2015, 05:15:20 pm »
An interaction is made in two steps.
What you had first was fine:
Code: [Select]
INTERACTION:WHITE_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Then you need to add the some lines in the creature raws that will precise how the interaction is used. So you add what you added before I_TARGET under the [CAN_DO_INTERACTION:WHITE_RAISE] token, in the creature raws (without the [INTERACTION:WHITE_RAISE] line, it's used in syndromes, not here).

like this:
Code: [Select]
[CAN_DO_INTERACTION:WHITE_RAISE]
[CDI:ADV_NAME:Animate corpse]
no usage hint ==> they will use it whenever they can
                [VERB:raise his arms:raises his arms:NA]
        [TARGET_VERB:shudder and begins to move:shudders and begins to move]
[CDI:TARGET:A:LINE_OF_SIGHT] ==>specify what is required to use the interaction, here they need to see the target A, which is the corpse
[CDI:TARGET_RANGE:A:15] ==>the range of the interaction
[CDI:MAX_TARGET_NUMBER:A:1] ==>the number of targets allowed for the target A, you can omit it and they will be no limit.
[CDI:WAIT_PERIOD:50] the number of time units before they can use the interaction again, in fortress mode 1 day=1200 time units

14
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 02, 2015, 04:54:14 pm »
I'm not familiar with PerfectWorld, but Deon made one.

15
DF Modding / Re: Create a necromancer civ
« on: July 02, 2015, 07:14:46 am »
OPPOSED_TO_LIFE make them hostile to anything but NOT_LIVING creatures.
To make them able to animate corpse, you must make an animation interaction called, say, RAISE_CORPSE and give them the [CAN_DO_INTERACTION:RAISE_CORPSE] along with the related tokens. You can find an example of such interaction in your interaction example folder(in the interaction_secret file).

All you need can be found here: interaction tokens and here: syndromes tokens.

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