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Messages - ZM5

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31
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: October 06, 2022, 02:37:23 pm »
"...and as the Great Hero plunged the sacred sword into the Dark Lord's chest, the fiend's last order was, "COME!", and they came snrk - all of them, the vengeful dead, the traitorous men, the demonic entities, the creatures with blasphemous names...An army of horrors descended upon the land, to conquer the kingdoms of the living in time for the return of their evil master."

Relatively small update, but one I think is important - for this year's spooky month, I added a faction race called the Monsters - essentially a random mash of the various classic horror monsters, but in a playable form - that is, both for adventure mode and for fort mode. General vibe I wanted to go with was "you're Dracula, raising his army of dysfunctional monsters, and hoping they all don't kill each other".

The Monsters are a thieving faction, so they will actually be hostile to the vast majority of races - not just humans, dwarves and elves, but also many of the races from this pack. Perhaps they see you as intruding on their brand, or something to that effect. Regardless, the only allies you can expect to trade with you are the Pirates and Predators. They do not have any custom workshops currently, but that'll probably change eventually.

The Monsters have a variety of castes, that can be split into several categories, starting with the common fodder:
 -Rotter - undead, rotting, slow-witted humans that hunger for the flesh of the living. Don't call them "zombies", though, they find that offensive - they still think they're just normal humans. Some of the most common minions you'll get, they learn most labors at a 75% race, but they're quite durable and still learn combat skills at a normal rate. They also spread diseases by biting and scratching.
 -Skeleton - standard-issue pun-slinging skeletons that annoy enemies. Durable, and don't have any particular skills they're bad at, nor anything they excel at. They can aggravate enemies with puns, and also hurl sharpened ribs as a projectile.
 -Slime Ghost - a ghost made of ectoplasmic flesh and bone, with an oversized head and a huge maw. Avoids traps and has an easier time learning dodging - can also spit sticky slime to slow down your enemies.
 -Mad Clown - deranged human entertainers that went insane for a variety of reasons. They learn axes and fighting faster, and have a much easier time learning comedy. They can stress out enemies by telling them dark, disturbing jokes, and throw acidic pies.
 -Lagoon Dweller - evil, clawed fish-men. Innate swimmers and also capable of swimming faster, their scratching attacks are quite deadly, and they are somewhat agile and dodgy.

The heavies, large and primarily made for combat, but are quite rare:
 -Creature - large, stitched-together human-like undead. Their propensity for violence and relatively slow wit ensures that they learn most labors at a halved rate - however, they can easily take to fighting either with their fists or with maces and hammers. They also can hurl balls of lightning, or absorb lightning to empower themselves.
 -Man-Wolf/She-Wolf - large werewolves - they learn most labors at a 75% rate, but they pick up unarmed fighting much more quickly, and their howls may frighten enemies. Their claws and fangs are also capable of easily causing deadly injuries.
 -Swamp Man/Woman - half-plant monsters overgrown with a tangle of greenery - they can lash with the vines entwined with their arms, and also spew putrid spores to infect enemies. Also an innate swimmer, capable of swimming faster.
 -Man-Bug/She-Bug - a scientist, transformed into an insect monster through self-experimentation. Can perform deadly slashes or stabs with its bladed forelimbs, and also spit acid from a distance or unnerve enemies with harsh buzzing. Too heavy to fly, but capable of crawling up obstacles without losing speed or using their hands.
 -Murderous Psycho - undead, murderous human revenants. Smallest of the heavies, but still larger than your average human, and easily take to wielding swords, daggers and axes (or chainsaws, for that matter). They may take some time to prepare to kill enemies, with a chance of making themselves slower but also increasing their strength and agility.
 -Cthonian - dragon-winged, octopus-like humanoids with clawed, tentacle-like fingers. Most rare of all Monsters, they are something of a spellcaster-bruiser hybrid - while they learn fist-fighting at a faster rate, their rate isn't as high as that of other heavies - they make up for it with several spells, including a powerful single-target buff. They also have a bit more variety in terms of melee attacks, capable of tightly gripping onto enemies with their long, tendril-like fingers, or clawing with their spiked wings. They are innate swimmers, and can swim faster - their wings do not enable flight, however.

The spellcasters, who focus more on debilitating your enemies, and are also rather rare:
 -Dark Reaper - hovering skeletal minions of Death itself. They learn pikes at a faster rate, and are physically the strongest of all dedicated spellcasters. They are also capable of hurling summoned sickles to cause edged damage at a distance, and their two other spells debilitate the physical attributes of their victims.
Though, they do not like shoes, and will absolutely refuse to wear them.
 -Grudge Spirit - vengeful, female ghosts that hover above the ground - similarly to the Reapers, they do not like shoes. Not particularly outstanding physically, but they can heavily debilitate enemies by harnessing the power of their grudge, or psychically twist the limbs of their foes - they will also jumpscare enemies to severely frighten them.
 -Mummy - undead royalty awakened from their slumber. Far more intelligent than the Rotters, and are capable of cursing their enemies, either using a Curse of the Cat to make the victim nauseated and forced to vomit up hairballs, or the Curse of the Scarab that causes scarabs to manifest under the victims flesh - occasionally making the victim vomit up a Rotting Scarab, which will be hostile to the victim, should they be a living creature anyway. The mummies can also drain life from their enemies, and buff their allies with a blessing of the Pharaohs.

And lastly, the ones that don't neatly fit into the other categories, with varying rarity:
 -Bedeviled One -humans possessed by vulgar, demonic spirits. They can climb up walls quickly, without using their hands, and will vomit at their enemies, as well as insult them - they may also unnerve victims by twisting their own heads 360 degrees.
 -Vampire - undead human nobles afflicted with vampirism. Fond of fencing, but also enjoy dancing, to the extent of launching thrilling dance parties even in the middle of a fight. Rotters in particular benefit highly from the dance parties, gaining more powerful buffs.
They may also grow bloodthirsty in the middle of a fight - a strong self-buff, that unfortunately has a 50/50 chance of making the vampire crave blood, potentially feeding on any sleeping civilian - while many of the Monsters have no need for sleep, some of them that are not undead, demonic or otherworldly in nature (i.e Mad Clowns, Mad Scientists, Lagoon Dwellers or the Man-wolves) still do have this requirement. This state lasts for only 2 weeks, however. Their biting attacks may suck out blood, and also drain the victim of their endurance.
 -Mad Scientist - deranged human scientists, exiled for immoral experiments. Lifetime spent in their laboratories has made them more resistant to diseases, and they take very easily to medical jobs. They hand out various beneficial mixtures to their allies, while hurling vials of toxic runoff at their enemies. Unremarkable physically, however.

More precise details are available in the help files - I apologize if the formatting might be weird, I've switched over to notepad++. I hope you enjoy this more low-key update, there'll possibly be more updates later, but for now I gotta finish up working on some other mods. There's some minor updates to the addons for this pack as well, mostly slight increases to littersizes of the various unplayable factions so that they may survive worldgen a bit better, but nothing more important.

32
DF Modding / Re: What's going on in your modding?
« on: October 05, 2022, 05:07:42 pm »
Ive been thinking about porcupine quills too and havent come up with a good way to implement them. As an attack using the tissue layer? that injects a painful "quills stuck in skin" syndrome? No matter how you do it its gonna be weird.

I also did swarms of biting locusts as a regional mist in savanna and grasslands biomes once. it was horrifying.
It's gonna be pretty weird, but yeah, a syndrome inducer attached to an attack using a quill-covered body part seems to be the least odd way for a realistic porcupine.

The swarm idea is lovely, I like that.

Nearly done making a small horror pack update with a playable race. Nothing new in regards to workshops, but it should be fun to play as a monster mash going up against some of the other monster civs as well as the ostensibly "good guy" civs like dwarves and humans.

33
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 03, 2022, 08:48:10 am »
I've seen it once only in a fort where a civilian picked up a mug and threw it at someone, only to get killed by a miner.

34
DF Dwarf Mode Discussion / Re: When does a creature actually die?
« on: September 21, 2022, 06:19:19 am »
-snip-
To add to that, enough heat or cold will also kill a creature. I've seen dragonfire and fire jets causing death messages of "X has melted" or "X has died in the heat" occasionally when dealing with zombies and occasionally with non-reanimated creatures.

35
DF Modding / Re: What's going on in your modding?
« on: September 21, 2022, 06:12:27 am »
So.

I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable. Or at least the majority of stuff I wanted in is there.

Feels weird that the main work is "done".

Horrified at the thought of how riddled with bugs and broken reactions it will be... Just need to now find some motivation to test the stuff and see how badly it sucks.
Don't worry about it, always gotta start somewhere. My stuff was pretty broken too before I discovered there was an errorlog

36
DF Modding / Re: What's going on in your modding?
« on: September 04, 2022, 03:22:17 am »
That's pretty hardcore, I like it. DF benefits from these types of horrors, I'd say, definitely embrace it.

37
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2022, 04:57:41 am »
In regards to the new mod loading system, how will total conversions be handled?

38
DF Dwarf Mode Discussion / Re: When does a creature actually die?
« on: August 08, 2022, 08:47:41 am »
I was just doing some arena testing and for the first time saw someone (a louse man) be killed by being thrown into a wall (by a cyclops). It said something along the lines of 'louse man 1 has collided with an object and has died.'
Falling down far enough also may cause the creature to be "blown apart" from the impact - instant death with most limbs also coming off - perhaps being thrown hard enough into something would cause a similar effect.

39
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
The properties like contact area, etc. are definitely taken into account. As for which attack is chosen out of multiple ones, I'd think it works a similar way as throwing non-ammo weapons, so on impact the game picks which attack it does (i.e if you throw a sword it might internally do a slash, stab, flat slap or pommel bash)

40
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: July 26, 2022, 12:24:43 pm »
Drew a couple more tokens for DND purposes.
Alternate peasant woman with a couple of variations.



Barbarian Brawler Kyriakos Grizzly

Female Zombie, halfway into becoming a ghoul. Alternate version has a face visible instead of having it hidden under hair.



41
I'll be damned, DF was the last place I expected to see LISA pop up. But man, this is genuinely amazing! Major props to you all for creating this, made my afternoon.


Thanks, hopefully its enjoyable!

Small update time. Most importantly, the old Workbench has been replaced with three different workshops - the standard Worktable, the Salvage Worktable (retaining the old requirements of needing wrenches), and the Backyard Smelter (which needs fuel and fire-safe blocks).

The regular Worktable is easier to make, only requiring a chair/throne, two stone or metal tables, and an empty chest, coffer or bag. Its used for opening up hidden stashes, putting bayonets on guns, putting guns together, making cigs (moved over from the Mag Press) or combining weapons.

The Salvage Worktable, as mentioned, still requires a pipe wrench and a combi wrench, and is used for the salvage jobs of cleaning up old pipes, sorting rebar heaps, etc.

The Backyard Furnace is used for melting down utility piping and bits of scrap metal harvested from old trailers and such into usable bars of metal. Junk gained from Combo Weapon reactions can also be melted down here or at a standard smelter to produce usable bars of metal - compared to simply designating the junk for meltdown, melting them using these reactions has a chance of producing additional bars of metal.

The main new feature in this update, as mentioned before, is combining weapons together, ala Dead Rising (I'll fully admit a large chunk of the combo weapons are just rip-offs from the DR games). With all the crap you'd be getting from slain invaders and possibly from caravans, I figure its an alternate way to get worth out of them as opposed to melting them down for bars, especially as you might get much higher quality and deadly gear - the combining reactions use the laborer skill (or punp operator), so the citizens more experienced with salvaging and putting bayonets on weapons will be able to make some really strange, but deadly and high-quality weapons. Some of the combo weapons also utilize tool or trap component objects you might get from caravans or raids, such as shopping carts, ball-peen hammers or serrated sawblades.

For optimal material usage, I strongly recommend sorting weapon stockpiles by metal and ensuring that only they give to worktables you mean to use for combining weapons, i.e silver, copper or steel weapons for a worktable prioritizing making blunt weapons, and steel, iron or bronze for a worktable prioritizing making edged weapons.
The combining reactions also require a circular saw and a power drill - neither of which are consumed in the process - as well as a variable amount of leather to hold together the different components.

As an aside, I've added four new standard weapons.

Spoiler: List of new weapons (click to show/hide)

Keep in mind that your Wasters are not the only ones that can use Combo weapons. Invaders will use some of them occasionally - though at the same time, not every group has every combo weapon type available, unlike the Wasters.

Splint also provided artwork of a typical Trash Bandit. Should one ask you, "Do you trash?", always respond with "Yes", unless you wish to join God's barbeque party. Thanks to him also for helping out with the new workshops and reactions.

Also a combat report I feel like sharing from my most recent siege - a Velvetman brawler flying axe kicking a junk car in half. This is exactly the kind of anime-tier bullshit I wanted to happen with unarmed combat in this mod.

Should be it for now, hope you guys enjoy this update.

42
Mod Releases / Re: [47.05] ZM5's Mod Depository - Shadowlands Update
« on: June 16, 2022, 04:39:25 am »
I know it's a bit of a necro but the RAWS appear to be missing ITEM_HELM_RIDGE_HELMET_ZM5
Fixed - was missing a file. Also I don't think necroing really applies to mod threads (except for really ancient ones that haven't been updated in years) - I'm still active, juggling multiple mods usually just makes some mods inactive for longer periods of time, plus dealing with some burnout.

43
DF General Discussion / Re: Future of the Fortress
« on: May 28, 2022, 08:53:30 am »
I can't remember if this has been asked before or not - but in regards to the music, is there gonna be support for situational music changes? I.e megabeast fight or siege in fort mode (maybe different tracks depending on the megabeast or sieging faction, same for adventure mode megabeast/night creature fights), fading out when shifting back to "peace" mode?

44
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 28, 2022, 05:30:51 am »
Playing a fort with my LISA mod, got to the point where invasions are starting to happen. Had a handful of small attacks, one from the Joy Boys, one from the Infinity Franchise, and also one from Wally employees.

Two seasons later, a large-scale Joy Boy attack came.

They rode in, followed by a huge dust cloud - most on bikes, some with crappy junk cars, and a few on wheelchairs equipped with machine guns (as well as a handful on mutant cattle).


Things seemed rather hopeless at first, despite the experience of many of my fighters - the leader of my settlement, a baseball bat wielder, was gored in the head by a bull, and Joss, an over 70-year old martial arts master, was overwhelmed and ran over.

The loss just seemed to strengthen the resolve of the other warriors, though, and a Velvet-fu practitioner flying axe kicked one of the cars in half.

A spearman with a naginata bought from the Devil's Bath Yakuza attempted a similar thing, but didn't quite manage a full bisection - still quite impressive.

Sword squad captain however, did manage to slice one of the mutant bulls clean in two.
As of now, the siege is still ongoing.


Also, a small highlight from the Wally employee attack. Quite possibly the strongest unarmed combatant in my military learns the meaning of "plump helmet". Presumably he meant to go for the belt.

45
As a player and modder who started in the 40.x era, I'm definitely in agreement in regards to a game being "easy" not being a virtue. I think the game handles some of the difficulty well enough already, leaving it as a result of player decisions (where you decide to embark, what neighbors you have, what parameters you set up for worldgen, etc.). There's some things that probably are too easy, i.e food production is pretty trivial overall, but I figure that can also be left up to the players since there are mods that make food production harder. There's also adventure mode to consider, which IMO is a chief of "you can be a legendary megabeast slayer, but one wrong move and a relatively inexperienced soldier can kill you with a hard enough knock to the head" - only thing currently bothering me is invisible enemies being undetectable, but that's most likely an oversight.

I do think the concern for a difficulty curve should be secondary to the game's simulation and story-making aspects, though. Would be great to see more of the history events like festivals making it into actual gameplay, but we're probably years away from that.

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