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Messages - ZM5

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16
Yeah, I agree on fixing what's here now and maybe at most introducing a classic-esque hotkey scheme (and allowing for keyboard-only playthrough - I really dislike being forced to use the mouse when q-hotkey was much faster for immediate tasks like making several beds).
I don't think I'm alone in this, but I'm kinda feeling like while some of the UI and QOL changes have been for the better, there's a lot of minor annoyances that add up and questionable design choices that make things feel like "1 step forward, 2 steps back". Might be good to compile a list of what veterans in particular dislike and what could be fixed to make things easier for people to adapt and what needs changing.

17
DF General Discussion / Re: On late maturing dwarves
« on: December 07, 2022, 01:03:49 pm »
Yeah, a lot of the changes and hotkeys feel rather questionable, including this one. I somewhat understand the reasoning, but from a gameplay standpoint its not a good decision.

18
DF Suggestions / Re: Adventure Mode Music for Steam
« on: December 06, 2022, 06:20:50 am »
Definitely agreed, especially if there were to also be dynamic music changing depending on the situation.

19
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: November 27, 2022, 03:04:09 pm »
Couple more DND tokens I've been doing.

Fantasy version of a Mr. Shakedown, along with a heat aura version (got a blue heat aura for phase 2 as well). Realized too late he looks a bit like Gaston.



Elite eldritch cultists, not quite human anymore. Female assassins in green robes, male and female priests in purple and blue, and black-robed male warriors - unarmed male warrior has a tri-split tentacle for a hand. Just had a craving to make some ex-human robed enemies with faces hidden underneath the hoods.

Pair of bounty targets. Olrik the Undertaker, leader of a bunch of graverobbers, and Pete the Punisher, leader of a street thug gang.

20
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: November 22, 2022, 05:19:52 pm »

Two OC creatures, partially from reference and partially freehanded. Oozing Cadaver from my What Lurks Below mod, a partially liquefied zombie whose legs turned into tendrils of rotten flesh, and a Nether Invader from the set of additional bogeymen in my Assorted pack, a limb-twisting aberration with no mouth and an additional set of eyes on the sides of its head.

21
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: November 20, 2022, 06:48:46 am »
Been quite busy with my new pixel art hobby - these are mostly for use D&D usage on Roll20 or other virtual tabletops. Mostly still doing stuff from reference but I've taken to freehanding in parts I want. Been doing a lot of tokens with variations too, though obviously there's way too many for me to post here - if anyone's interested in using them for your DND game let me know.

A diseased vagrant for city encounters - holding a cleaver, but I have a bunch of other versions with different objects like broomsticks, mallets, improvised clubs, etc. For these and other weapon user variants I've also taken into the habit of giving them a color somewhere signifying what weapon user type they are, based on DF's weapon user colors - so i.e the broom vagrants have a yellowish-brown trim around the hood, and one with a hewing axe has a darker blue trim. This cleaver one has a teal one (I put cleavers into the "sword" category in my mods, anyway, since you wouldn't use one to hack down a tree).

Smug human sorceress and a bandit version. Got other versions specifying different elements - ice, lightning and arcane - with different robe and hair colors.

Bunch of different zombie variants - a half-ghoul, a mangled one thats been turned into a pincushion and a scabbard simultaneously (got several different configurations for this one - missing the left arm, missing a vest, and/or lacking the arrows and sword), male zombie peasant (alternate configurations for it too - different objects held in its hand, sans hood, and/or cleaner without blood and dirt - went with a bigger size on it since the original reference lost a lot of detail when I shrank it, but it's still supposed to only take up 1 tle on roll20), female zombie peasant (similar as the male, variants with different objects, with a cap, lacking blood, or with a cap and short hair), and a zombie soldier (only got variants dragging different weapons behind them). The former two are based on Warcraft zombies (Reforged and WoW model respectively), the latter are based on Dragon's Dogma zombies.

Wraith with a death mask and a skinless face - based on an illustration in one of the Warcraft monster manuals. Nothing like it appears in the games, a shame.

Necromancer from Darkest Dungeon as a boss - also a version with a Yakuza-style heat aura signifying low HP (and probably it being able to pull some bigger move, like summoning a Bone General as a free action).

First weapon graphic I freehanded in its entirety - a sorcerer's torch I initially added for my DF mods, but would want to move to DND as well. Enhances fire magic, but also is a suitably bludgeon for non-magic users - even one with no skill in magic can use its power to blast an enemy with explosive flames at close range.

A fancy dwarven war axe, based on a WoW model - most of these weapon graphics are just so I don't have to redraw weapons again and again when I want to do weapon variants for generic enemy tokens.

A barrel of unbridled potential. What's inside? Up to the DM's discretion - could be nothing, could be ale, or could be an armed skeleton hiding inside. Haven't done too many props, doodads or whatever you wanna call them yet, but I do have many references up for usage that I'd like to turn into tokens to replace the top-down ones roll20 usually has.

22
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: November 06, 2022, 10:27:17 am »
They may occasionally get it after being injured, following a long-ish delay - will probably change it to an interaction gained after being injured in a future update, though. Also, Necromorphs (any race that isn't capable of speech, including them, Xenomorphs, Malefactors, etc.) aren't supposed to be playable, but it seems due to kidnappings and the like in worldgen they pop up on the playable list anyway.

23
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: November 05, 2022, 01:20:59 pm »
Weird question: is it intended that the Vampires caste of the Monsters still has to eat normal food & drink normal drinks?
Yeah, it is - partially due to the current crash bug with certain civilizations having NO_EAT and NO_DRINK, partially so their moods can be kept in check with alcohol and food (they wouldn't eat period and they wouldn't drink outside of taverns).

24
Holy crap I was NOT expecting that image.
I'm really impressed by your writing. Feels somewhat fitting in a DF way that the fort ends with a cat dying on top of a bunch of soldiers.

25
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: November 04, 2022, 06:21:54 pm »
Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?
Accident on my part, was testing the Monsters and left other races unplayable for the duration - gonna upload a fix.

26
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: October 25, 2022, 05:09:37 am »
Hellhound token for DND, one version with flames and one without.


Not too happy with how it turned out, might remake it at a later date.

27
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: October 19, 2022, 11:00:30 am »
Small update - fixed the targetting for the self-buffs of the Psycho and the Creature, previously the fort mode AI was able to use those abilities on anyone.

28
Hoooly crap, that list of the dead. What in the hell happened?

Also goddamn nogoodnames, you went all out. Awesome to see the Ai genned art along with the logs (I have a weak spot for those)

29
DF Modding / Re: What's going on in your modding?
« on: October 12, 2022, 08:06:37 am »

No horrid or hostile creatures for the time being, just working on some plants. Partially to fill out the world with fantasy plantlife a bit but also as a setup for an alchemy system in fort mode and adventure mode.

30
I'm kinda amused one of the first deaths in the fort was a mundane giant cave toad.
Also yeah, if there's a lot of mats and tissues missing that probably would also be the reason for crashes. Shame, but still cool to see this going on.
I'm also a tad surprised the creeping rot attacked but the blooming beasts did not - the rots don't have LARGE_PREDATOR but the blooming beasts do. Something's screwy with creature hostility in fort mode.

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