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Messages - ZM5

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661

Spoiler: Megabeasts - BFA (click to show/hide)


Spoiler: OC races (click to show/hide)

That's it for now - hope you guys enjoy this update, had a lot of fun making it!

662
Major update - as mentioned before, it's Battle for Azeroth content. I highly recommend deleting the previous installations of this (as well as the addon packs) as I've done a lot of reorganizing to make things easier to keep track of, along with some general changes to existing creatures - if you were to just throw the install of this onto the older version it'd cause duplication bugs.

The different treant types (standard, corrupted and nightmare) are now capable of speech and are playable - Gilgoblins are also playable.
Nearly all of the wild creatures (where it was conceivable, anyway) have sounds that they make (or actions that become "ambience" when the creature is not in the player's line of sight) - its mostly an adventure mode only thing.
I've altered the wood templates so they should be a tad stronger and also not throw out the "tearing the wood/bark" message.
I've also split up some of the files to make certain bits easier to remove if the player should choose to do so.
Most of the bird creatures have had their "beak jab" attack replaced with a peck attack - should be a tad stronger.
I removed the generic "acid" template - the creatures that used it now have locally defined "caustic bile" - it functions similarly, however it now only has local immunities - so, lets say, a saurok can spit acid at a chimaerok and affect it now, whereas previously it wasnt possible.
I removed innate skills from the C'thraxxi and the Starspawns - C'thraxxi also no longer have a ground pound interaction. They also have smaller sizes now - however, the C'thraxxi's body plan is more accurate now - they have a pair of antennae, as well as a pair of barbed tentacles at their sides that they can use for attacks.
I removed the blight gas reaction from the Forsaken, as well as blight gas itself - for now its kind of pointless, admittedly. Maybe once the magic update hits I'll be able to do something more with it.
I also added new castes to the Faceless Ones and the Forsaken - the new Faceless castes, aside from the C'thraxxi Juggernauts, are all taken from Hearthstone artwork - the Juggernaut, meanwhile, is from the new C'thrax model introduced in BFA.
Lastly, I updated the full packs to 44.12.

As for the new creatures, aside from adding BFA content, which includes several new races, wild creatures, wild playable races, as well as three new megas, I've also included four of my own races that are meant to go along with the setting of my cavern revamp and my good/evil biome revamp.

Spoiler: Civilized races - BFA (click to show/hide)


Gotta split up the post here due to the character limit.

663
Mod Releases / Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
« on: August 23, 2018, 04:40:44 pm »
Minor update - I altered the wood templates to make them more in line with the ones from my other packs. I also added pet classes to some of the creatures to make them compatible with some of the new races I've made for my main pack.
Vast majority of bird creatures also now have a "peck" attack if they didn't have one before or if they had the "beak jab" attack - the peck does piercing damage. The only exception is the Silverbeak from the good marshes, which keeps its blunt properties - it is still renamed to "peck", however.

664
Mod Releases / Re: [44.12] What Lurks Below - A Cave Revamp Mod
« on: August 23, 2018, 04:36:42 pm »
Minor update - updated the main packs to 44.12, plus made some minor changes. For one, I've gotten rid of the acid template, so the creatures that used it before now have their locally defined "caustic bile" - functions similarly, but only they are immune to it, so they can actually affect more creatures with it. Added some different classifications to a few creatures that were missing them (or were created before I defined those classifications).
The vast majority of bird-like creatures now also have a "peck" attack if they didn't have one before or if they had a "beak jab" attack - does piercing damage.

665
Mod Releases / Re: [44.12] Zombies Ate My Dwarves - Rip and Tear!
« on: August 23, 2018, 04:30:24 pm »
Minor update - aside from changing the wood templates to be more in line with the changed ones for other packs, I've also made a small change to the Werewolf megabeast. Their biting attacks can now infect their victims - not always guaranteed, even if it breaks the skin. The resulting creatures become "Cursed Werewolves", who are similar - they are smaller, weaker, and cannot howl to inflict negative thoughts, however they are just as fast as their progenitors and their bites also further spread the curse.
EDIT: Quick minor update, forgot to include it last time - I altered some of the cannibal descriptors, so their eyes and ears actually have individual descriptors - hopefully them being inbred comes off more overtly now.

666
Somewhat minor update - I changed the wood materials a bit - they're gonna be more in line with the changes to similar ones I'm gonna introduce to my other mods.

More importantly, I added a new Brigand caste - the Brigand Brutes, who are a stand-in for Brigand Vvulf. They're larger than the other brigands, and have two abilities - Warcry, which induces several negative emotions, and Get Them!, which aside from inducing a smaller amount of negative emotions, also can cause dizziness and reduces focus to 85%. Both can be used on up to 4 targets at a time.
The Shrieker also now has a peck attack - does more piercing damage compared to its bite.

667
Mod Releases / Re: Silly Book Titles
« on: August 23, 2018, 04:17:35 pm »
Added a few more titles - one based on Petrel's suggested "Reverse Hair Loss" idea, the rest based on some song titles.

668
Mod Releases / Re: Silly Book Titles
« on: August 23, 2018, 11:57:16 am »
Nah, it just means the former will use the subject matter of the book for the [NAME] part (i.e "We've Made A Drink Out Of The Dwarves") whereas the latter will pick a word from the game's dictionary for the [NOUN] part (i.e "We've Made A Drink Out Of Planks")

669
DF Modding / Re: What's going on in your modding?
« on: August 17, 2018, 11:50:39 am »
Working on the BFA content update - very nearly done with the Zuldazar end of the wild creatures, just got two more left on that front.
Actually pretty excited to work on the Kul Tiras stuff since the wicker constructs from it are more my style, along with the weird half-plant versions of animals. Then it's just the civilized races and megabeasts which is actually gonna be pretty fun.

671
DF General Discussion / Re: Future of the Fortress
« on: August 14, 2018, 09:16:59 am »
A question that came to mind regarding the mounts - do you think you'll implement a token that'd make it so that a creature cannot be mounted by other creatures past a certain size? It'd be to prevent ridiculousness like a gigantic demon overlord somehow "riding" a horse thats tiny in comparison.

672
Thanks! Hope you enjoy the new update once I'm done with it, it's mostly gonna have BFA content.

673
Mod Releases / Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
« on: August 13, 2018, 04:39:21 am »
Minor bugfix update - heavenly steeds should properly fly now, also Barbusians had their front legs improperly attached to their upper body rather than to their lower body.

674
I could pitch in my good/evil biome revamp as well if you were to do a tundra fort - evil ones would have a lot of various undead, good ones just have some fey ice-attuned animals. My main pack also has a lot of creatures for the arctic regions - should mostly be stable since I'm kinda past the patching phases now (though I may require some of it once I finish the BFA update for my main pack)

675
Mod Releases / Silly Book Titles
« on: August 11, 2018, 01:00:16 pm »
This is just a very minor, non-serious mod. As the thread title says, it just adds several silly potential titles for the books in your worlds.
Me and three other users on the Discord - Hexa, Dante the Wikibot and Space Dwarf thought it was pretty hilarious on how the game seems to essentially play "mad libs" with these, so I figured I'd share them - they also helped come up with some of the titles.
As for what the titles themselves are, well, its mostly game/book/movie/song/anime titles and clickbait-esque stuff parsed through the tokens. Some of the titles are a bit vulgar, admittedly, and there's also a series of romance novels based off of the ones from WoW that can pop up with some...interesting metaphors.
Some examples:
Elven tabloids!
Relationship advice!
Overly long titles!
I don't know what this is, but it sounds metal!
Bestiality!
Cannibalism!
Advice on cannibalism!
A love story that ends in cannibalism!
Terrible culinary advice!
This looks familiar...
Malicious clickbait!
My new favourite word!
Scepticism!
Manifestos!
This!
Criminal worship!

Download link here
That's about it - hope you guys enjoy it and have a bit of a laugh, I know we did.
To install, simply carry over the files into the main DF directory (where the executable file is) - it should ask you to replace the vanilla book_art.txt and book_instruction.txt - do so.

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