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Messages - CrashyMcGee

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1
Mod Releases / Re: Dwarf Fortress: The Long Night 3.67
« on: May 20, 2022, 08:07:50 pm »
I think their abilities only extend to world gen, and not into actual play. They really only seem to know the secret indirectly through their connection to the spheres, so learning the secrets directly would still be a boon to them. I also sort of like it this way. A creature able to resurrect the dead (off-site) and teach heavenly knowledge (that they themselves don't directly know for they're only the messenger) would probably end up the core of a society.

2
Mod Releases / Re: Dwarf Fortress: The Long Night 3.67
« on: May 15, 2022, 11:30:43 pm »
I didn't modify anything, I think that biodeities "know" every secret connected to the spheres they're connected to despite not knowing the secret directly during world generation. Sort of like how a megabeast connected to the sphere of [WAR] can teach secrets attached to the [WAR] sphere. At least that's my theory on the matter, if Hye learned it from a combat program it would show that on his name.
BTW, no probs with the terminology, that story was an off-and-on sort of deal. The ending was slapped on to explain why the terminology was off—more my fault for not finishing it sooner.
While I'm here why not spread some snippets, such as this Disney tier villainy.
Spoiler (click to show/hide)
How somebodies favorite possession was dust.
Spoiler (click to show/hide)
How an adaptive drone fought off a parasitized cyborg transcendent
Spoiler (click to show/hide)
And how a parasitized exhuman slew 3161 in one battle.
Spoiler (click to show/hide)

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.67
« on: May 13, 2022, 10:59:21 pm »
Beating music and bright lights...
The sound of footsteps, closer and closer...
The taste of stale stimulants hangs on the tongue...
A man's face, thin mottled skin, old white hair, and gangly smile...
Sound spills over and between yellow teeth embedded in inflamed gums...

Did they ever tell you about that creature out there, who snatched babes out of their cribs and prowled at night looking for lone travelers to eat? No? Well let me tell you about it, how's that?

This story started a long time ago, during the first years of The Long Night when a hereditary cyborg was born. Yavaic Untakaex was of no great importance, her parents of no great importance either. Her father died while she was eight; an accounting officer dead in a war who couldn't kill a single soul. Her mother was a diplomat officer who took up lovers left and center after her husband's death. She never married again, however. Must have really loved her husband, despite only being married for three years total before and after their divorce. Got killed by one of those things, an autonomous biogunship, a dragon.
Spoiler: Parents (click to show/hide)

Yavaic picked up mercenary work when she was of thirteen years, five years after her father died. Unlike her father, she was good at killing. Put seven lo-castes in an early grave alongside three bioframes during pitch battles in Vrak Kerhos. Much like her father, however, the line of work killed her. In four years she got shot dead and buried in a prison of dirt and was soon forgotten by the world. In the grave perhaps she found a semblance of peace amongst eternal death. How dour then, that it was not to last.
Spoiler: Mercenary (click to show/hide)

It was not out of kindness that the biodeity revived her, but divine cruelty beyond what we could imagine. Digging her corpse out of shallow soil in Groovedglide, Hye Clavedith performed his malign magic. Twisting and mangling, he turned her corpse into a monster of both body and mind. Given horrid life, this was when law-men in the region noticed children going missing. It's rumored that her body did not morph as quickly as her mind allowing her to stay hidden from the law. Recorded even, that she attended and participated in several athletic events. She eventually settled in Shockmartyrs, a place she previously targeted, where for ten years she murdered in the dead silence of the night. Twenty-four grizzly kills, spilt and strewn and hewn underneath a full moon. When she was found out she fled into the wastes and that was the last they saw of her for sixty-odd years.
Spoiler: Post Revival (click to show/hide)

Now, I'll tell you it isn't agreed on why she waited for those sixty-odd years before springing out into the limelight again. Some say it was to incubate to her full form. Weird people say it's because she was supposed to die at that point, her body and mind not meant to live this long. That she was a rotting mind trapped in a desiccated, null body rampaging in a world that did not make sense. Odd, right? Personally, I think she just became bored after all those years in hiding. The only certainty I can tell you is that she had not a glimmer glint of humanity on her return. Storming into city bunkers she would maim and kill, always fleeing before military forces could crush her. Puncture holes the size of fists were driven into the poor sods, while others were simply churned into a mass of gore. Some that came back from her maulings alive were changed, altered in the way that their eyes looked at the world.
Spoiler: Rampage (click to show/hide)

But unlike a lot of stories that revolve around monsters of this Long Night, there was a hero to save the day, to slay the foul thing. Unfortunately, it was an adaptive drone by the name of Hasvel that laid low the demon in the year nine seventy-three. It was a lucky shot, Yaviac was the only thing that drone ever laid low despite their numerous raids on Shishorn. Good ol' Shishorn, raiding practice for the whole world over. Not a single successful defense to their name, the bandit filth. Their heavy muscle fiber nanosuit was named Vala Vhia after the encounter refers to how a clod of circumstances led to Yaviac's death and not some grand fate. They partook in some more raids against Shishorn before becoming an Ipar Hud of Etzo Ha. You know about Etzo Hud, right? Eyezhud, info-deity that appears as an adaptive drone for some reason, works with storms, nature, blight, and disease? Gets confused with Tohatu Kirn who commune with that info-deity of light due to their names both meaning the same thing and that they were both established in the early two hundreds? Both of them get provoked when you mix them up? Oh, you do know about them! Anyway, Hasvel later died of old age. At the same time, Vala Vhia got passed down to their descendants who claimed it under Hasvel's mother Lenye Eorpou, a pact holder, an overseer of Halkrit Xsit. Beyond that, they lost the thing in six years flat, how do you manage that?
Spoiler: Death (click to show/hide)

In the end, Yavaic killed eighty-five during her nine hundred and fifty-two years of terror across these lands before her demise. Twenty-four from her moonlit killings, while the rest came from her untold rampages across the lands.
Spoiler: Kills (click to show/hide)

Now I'll admit, there is one loose end here. I've talked about the creation from life to birth, but what of the creator, that horrid originator, that corruptive reanimator responsible for the terror that was Yaviac's second life? Let me clue you in on a truth, an inescapable truth. The truth that not even the avatar of Jino Rafustisaki could escape The Wheel of Karma, under which Hye Clavedith was crushed.  How cold of karma, for his opulence in ruling the spacer nation of Cuicizicazar as both lead general and governor lead him to a monster, not made by a horrid intelligence but by brutal, advanced evolution.  The creation outlived the creator, as common in life, repeats here once more as Hye died in year three eighty-three, dead by hyperpredator.
Spoiler: End of the Start (click to show/hide)

What do you mean that my terminology is outdated!? The dictionary just underwent how many changes now?! You mean to say that during my speech that somehow it went from version 3.50 to version 3.67!? Damn nabit, I probably sound like a surface dweller right about now…

Yellow teeth embedded in inflamed gums slam shut...
The sound of footsteps, farther and farther away...
Beating music and bright lights still blare...
What an odd fellow…

4
Mod Releases / Re: Dwarf Fortress: The Long Night 3.65
« on: April 19, 2022, 10:06:35 pm »
I believe that the "too cold to eat" isn't actually caused by the temperature of the surrounding area, and by immortal and adaptive posthumans who will always report that it's deathly cold no matter how warm or hot it is.
Also, lore question. How are bio-deities and info-deities related? Bio-deities convince a civilization that they're one of the info-deities roaming about before ruling the civ ingame, and I was wondering how that translated in the lore.

5
Mod Releases / Re: Dwarf Fortress: The Long Night 3.5
« on: March 26, 2022, 10:37:17 am »
Some bugs I've found:
Reinforced posthumans do not have a "tile," instead appearing as a pitch-black spot. Intermorphic superdense posthumans are called intermorphic superheavy, and all endomorphic ultradense posthumans are female due to the MALE_NEW3 caste having the female tag. Metareflexive posthumans have immortal posthuman descriptions at the bottom.
Some adaptive hyper predators do not have the correct amount of heads. BIRD4's description reads that it has three heads when it should read two, PREDATOR5 and PREDATOR6 should have three heads, alongside TITAN5 and TITAN6. This goes for their skull variants too.
I'm not sure if this counts as a bug, but collective posthumans don't have a SKILL_LEARN_RATE modifier, despite having SKILL_RATES. I'm not sure if exhumans are supposed to SKILL_LEARN_RATE modifiers but collective and adaptive posthumans don't have it while parasitized exhumans do.

Anyway super excited to see this new thread, can't wait for that juicy lore.

6
Mod Releases / Re: Dwarf Fortress: The Long Night 3.45
« on: February 11, 2022, 09:22:21 pm »
Intermorphic superdense posthumans are called intermorphic superheavy, and all endomorphic ultradense posthumans are female. Metareflexive posthumans have immortal posthuman descriptions.
Edit :
Got ambushed in adventure mode. It was sizable.


Actual firing line, my character got exhausted deflecting, blocking, and dodging all these attacks that he fell unconscious in short order and was shot to death. A cannon slug straight into the brain was what got him. What a great and glorious end, only able to be felled through mass fire and force. Anyway, another bug report, shells are sometimes brought up in conversations as beasts despite holding positions and jobs within society. Like a conversation went, "the shell representative must be stopped" when inquiring about troubles with beasts.

7
Red scaled dragonborn seem to immediately combust and melt.

8
Mod Releases / Re: Dwarf Fortress: The Long Night 3.16
« on: December 18, 2021, 01:57:33 am »
The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.

There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything. That goes for Asura who aren't soldiers but are in the presence of the representatives. Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.

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Mod Releases / Re: Dwarf Fortress: The Long Night 3.15
« on: December 17, 2021, 08:37:44 pm »
While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.

Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.

Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.



10
Mod Releases / Re: Dwarf Fortress: The Long Night 2.87
« on: October 12, 2021, 06:18:15 pm »
Absolute anime protagonist energy this Rakshaka got on.



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Mod Releases / Re: Dwarf Fortress: The Red Age 1.37
« on: August 15, 2021, 02:40:39 pm »
My current goal as of now is birth to the world a horrific gorgon faction. I'll start by creating several outsider humans who will go to the Nephilim fortress Chantblamless which holds the slab 'Towerhealed the Square Guard-Escort.' They'll read the slab and be made a part of the choir, then they'll go to one of the nearby hillocks. Then the next step is to wait until night sets in and everybody is sleeping. Once midnight hits, they'll go into several residential mounds and slit the throat of anyone who's sleeping. I do this because I want corpses in good condition. If the corpses end up mangled, they can't be raised as choir thralls. Once a sufficient amount of corpses is gathered, they'll be raised as choir thralls. The choir thralls will mangle anyone still alive, producing some mangled corpses. This is still good, mangled corpses can be raised as blooming ones. The blooming ones will act as agents of chaos even when the choir priest isn't present. The choir priest will have to skip town however, blooming ones don't retain loyalty to the ones who brought them back. I actually lost a choir priest to a blooming one, none of my thralls attacked it because it was a part of the choir. I'll repeat the entire process with several different characters, as the game can crash while playing as a choir priest. Hopefully, this will add a bit of spice to my world.

Edit:
My experiment has gone amok.

12
Mod Releases / Re: Dwarf Fortress: The Red Age 1.36
« on: August 12, 2021, 06:55:55 am »
You could relabel deities as conduits to Haemothurge, as a connection to Haemothurge is infeasible due to the sheer thaumic energy the Haemothurge possessess would fry the mortals who try to glean from the Haemothurge. What thaumic knowledge they could siphon from the Haemothurge would be too advanced, and would be like giving the blueprints of a steel mill to civilization that has not progressed past the stone age. Each conduit could embody a different facet of the Haemothurge. Some deities I see repeating in the worlds I generate are like 'the dead' or 'the general.' You could even tie into your quote about how "Saints/Haemomagi are humans who have reached the peak of power that also allows them to keep their humanity," with reaching the position of a conduit being a step further beyond, transcending humanity and become closer with the Haemothurge. Although I guess this explanation won't explain why some gods are portrayed as beakrats, animals, and things that the lore states are detestable.
Beyond my mad and more likely than not idiotic ramblings about deities, why do some human civilizations not respect or hold in low regard power and martial prowesses? I know that human civilizations in The Red Age are varied but the heroic archetype has both pride and wrath.

Edit:
Is the gorgon secret supposed to lower your stats in exchange for the powers? When I became a part of the choir my strength, agility, toughness, and endurance plummeted.

Also, before becoming a choir priest myself I fought some in a multitude of populated fortresses. The fight would go like this, I engage them in mortal combat, they scream and summon a gorgon spawn who would kill somebody who the choir priest would reanimate. This becomes a problem because three of their four reanimations bring the dead back to life with intelligence, who would then attack the choir priest as they retained their loyalty due to their intelligence. This became especially egregious if they reanimate somebody as a blooming one. The reanimated blooming one would summon a gorgon spawn, who would attack everybody else due to being opposed to life, leading to the blooming one attacking everybody including the choir priest who reanimated them. During this combat, the fortress inhabitants would fight the gorgon spawn and due to that being allied with the choir priest, would end up fighting the choir priest itself. While enacting mob rule several of the citizens of the fort would end up biting and sucking the ichor out of the summoned gorgon spawn, joining the choir. If they did join the choir, it didn't show up on their names that they were choir priests. A fun anecdote I wished to share with the class.

13
Mod Releases / Re: Dwarf Fortress: The Red Age 1.36
« on: August 10, 2021, 08:40:01 am »
Are there any secrets just called Blood Condensation, because looking through the raw, there does not seem to be any secret just called Blood Condensation. I ask this because my character in adventure mode after gaining a deeper understanding of haemomancy though assaulting and drinking the blood of a Thaumist seems to have a secret just called Blood Condensation. Now in my unprofessional opinion, I think the secret might be one of the attribute increasing ones that start with Blood Condensation but are cut off due to the ":" which is where the game thinks the name ends.
Also, what do the deities in-game stand for in the lore? I'm just curious, are they separate beings from Demiurges or was it implied that the deities of the world are Demiurges?

14
Mod Releases / Re: Dwarf Fortress: The Red Age 1.3
« on: April 24, 2021, 03:16:44 pm »
I forgot to mention this in the previous post but the Arch-cacodemon actually has high-quality material as its carapace despite its description saying medium quality, the same goes for the same with the regular cacodemon except its carapace is low quality and hylic limbs can both be short and long. Also, I don't know if this is an issue on your side or mine but, while in the testing arena drinking blood grants the correct boons, in the world I rolled up it doesn't seem to be the case, as I can consume blood to quench the thirst but it won't grant 'blood intoxication'. In addition, there was a lot of rephaim walking about, just loads of them, asterisks for days. There weren't even that difficult to kill as they wore nothing and you're able to spawn with a high-quality needle so you can just cripple and kill them.

Edit1: Made a new world, bloodsucking is working, still a load of giants. Noticed in both worlds that saint and hylic civs are either very small or non-existent. Daemons and humans are doing fine.
Edit2: Just saw an angel a principality summoned turn upon its summoner and beat the holy shit out of them.
Edit3: Blood Thralls when raised can still bleed to death, this is problematic when the corpse you raised instantly dies once more.

Edit4: Just saw that your post saying that towers weren't spawning. That is not the case they're just very rare. Only one tower in the 1200 years of world gen.


Edit5: Bad news, I just looked at the history of the tower and...

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Mod Releases / Re: Dwarf Fortress: The Red Age 1.3
« on: April 20, 2021, 09:32:12 pm »
Was it intended that you could only raise abhumans as blood thralls, or is it an oversight? Because of this, rephaims can only raise the corpses of original humans, who aren't that common.

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