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Messages - Lorn Asbord Schutta

Pages: [1] 2
1
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 22, 2020, 02:45:44 pm »
EDIT2:Never mind

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 22, 2020, 08:43:54 am »
Mulling over memories is dishearting sometimes.


Boy whom she birthed died in his first year of life, after war grizzly get inside fort during elves siege. While I found it shocking at first, realising the trauma she might have been through, I pitied her. She probably lost faith in value of family, hate even a notion of sacrifice, or see preserverance as foolish. Or maybe she became more stoic, regretting her strong feelings for her only child...


None of my predictions were true. She still couldn't get over the fact, that she had to change diapers for little, dead since about year baby.

In more practical department, my military commander "accepted" seeing his friend body and it made him "impervious to the effects of stress", which allowed him to be the only soldier that didn't go haggard after few sieges and become the best fighter in fort.

3
How can I involve myself with villainous plots?  So far, I just run around and threaten random bandits to tell me who their master is, but it has yielded no results.  Is there a certain dialogue option I should use when talking to nobles so they give me a lead to investigate?
The "master" option doesn't yield anything as of now. You have to ask about plots instead.
Bandit leaders and necromancers have usually some kind of plot and if you are lucky you might interrogate the right noble among dwarves and humans. You will get a plot listed in "Q", under "i"ntrigue, where you should get names and places of interest. You might want to interrogate the same schemer multiple times, so he will reveal more plots of his.
Once you know the names and places, you might try to hunt down the other links from the chain. I haven't done that yet, but probably all you can do now is to interrogate them and foil their attempts by arranging them date with Morpheus brother.

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DF Adventure Mode Discussion / Re: Reward for murdering nobles
« on: March 19, 2020, 02:45:22 pm »
From my experience - not really. I managed to kill demons thrice with diffrent adventurers across diffrent versions and even leaders of those civs who waged war with them regarded it as another kill with "you are killer". And as you can imagine killing any other lord or lawgiver gave no better results.
During v0.42 I got once a quest as hearthperson that was about killing Gorlak who became lord of another hamlet from the same civ. The reason was that Gorlak "is seen as unfit to rule".
The real reward is usually getting some artifacts from corpses. Goblin leaders tend to have a few from snached dwarves in worldgen, who then present their creations to their masters.

5
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 19, 2020, 12:37:53 pm »
In my last world there was (originaly) dwarven mercanery group who founded fort in 6th decade. It was all nice and such, until ten years later they built they first shrine. For some reason it draw an ire of Demon, which for next forty years razed them yearly, unless the sellswords decided to stand they ground in some plains. After each succesful raiding the lastly-built shrine was destroyed and new one appeared, so at this fine year 108 there are multiple ruins all over the fort. Since they were attacked with multiple demons (even slaying some) I figured out, that I could go and witness unleashed hell in worldgen.
Before that however I made a visit to the fort. Then I found something I hadn't seen before:
https://imgur.com/pHibx5n
I love those small things, like the fact that if you recite riddle some NPCs might exclaim "I love riddles!" instead of "Saw UristMcPoet recite x. Its interesting/No, I'm not interested".

Other then this I visited the hellish fortess and I only found the main master and some goblins. Died horribly before any real exploration though, so I could only say that worldgen fortresses have altars with dices in their stairway now.
Starting as a miner is now probably the most "powerplay" option, since you got free points into reasonable weapon-skill and pick is not any more expensive than other weapons. Other starting occupations are nice for roleplay and bringing adventurer to your fortress, but I don't see any kind of advantage for advmode only. Correct me if I am wrong, of course.

Does anyone knows what causes mercanery group to disband? The aformentioned mercaneries survived forty years of extensive pillaging and murdering their soldiers and commanders while still being operating, but another mercanery group disbanded after thirty years from "getting heavy loses". Both of them got their own fort, position of treasure keeper, +equipment+ and few shrines. The second one didn't even participated in any lost battle and got three diffrent people "promoted", while the first band promoted only one (which doesn't mean there aren't any unpromoted soldiers, they are just non-historical). What kind of damage is the tipping scale?

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2020, 08:06:40 pm »
After few raids in which I collected shamelessly artifacts from neighbours and getting few in fair manner, I started receiving questers to my tavern. Each time there was message about one of my dwarves revealing presence of artifact in question and after few months there were direct assaults.
But then a spearman come, which didn't inquire random dwarves. What this spearman had done, was going straight to the mayor and making - adequatly - spearheaded question:

https://imgur.com/RgXBcwF

Being an avid epic reader I tried to refuse, but I couldnot bring myself to it. Since i didn't recall all artifacts names, I thought he might try to recover one of the stolen artifacts. Moreover, he charmed me with his attitude and "epic journey" backstory.
But then it turned out that it was one of my artifacts, made in fort. I have expelled some of my dwarves after cleaning bodies from last siege including few legendary craftdwarves, so there was slight chance that he acts as a representative. But I decided to browse legends.
Turns out this "hero" is mercenary, who instead of participating in battles became a notorious thief and hound to some human schemer making artifact claims out of thin air.
I have all my artifacts in museum, now locked behind the door. I am waiting for things to escalate, but for now he doesn't mind having know possibility of physicaly acquiring his "price".

7
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 17, 2020, 04:28:13 pm »
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military

My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.

To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.

I have read your post. Entertaining, to say at least.
Mine didn't petitioned after year or so and I have no idea why.
To add yet another thing - throats cannot be mended. The last IntDead in my fort got strike into throat and he started bleeding. He cannot die, but surgeries don't help. From 1st Malachite to 14th Galena he has about 40 "Bleeding stopped" in his medical history for each day.
He doesn't seem to bleed anything though. There is some spattering on him, but you would think that bed and surgeons should be covered in his blood. Not sure if this bug.

8
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 17, 2020, 02:44:05 pm »
By raiding tower I turned some of my dwarves into necromancers via slab. When fights had broke, they raised bodies, mostly into inteligent undead.
First: Dorfs don't care who they raise and since inteligent undead keep their sides, it leads to killing and raising same entity over and over. For instance cyclop who attacked my fort is listed across five dorfs over twenty times total.
Second:As long as they don't raise anyone as vanilla zombie, there is no loyalty cascade. It didn't last long though.
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military.
Fourth: If IntDead is killed with decapitation his head will be raised as undead, but the body might be raised as IntDead once again. If so however, they will lose their identities and be consider as friendly "others".

9
DF Adventure Mode Discussion / Abudance of steel
« on: February 13, 2020, 06:41:49 pm »
I noticed that in the world I currently play there is suprisingly high number of human-sized steel equipment. In older versions I had ran only once in NPC who had steel gauntlets in human size and in rare occasions I found some steel waepons on goblins.
Now I found several NPC laying in ambushes near the goblin forts who usually have about two articules of steel on them, sometimes even *steel equipment*.
It is common across the world, so it is not bound to civ.
Even more, now I am raiding catacombs in city and I found two treasure rooms with high quality iron, bismuth bronze and steel armour and weapons, with few training weapons made of stones - milk opal training spear, for instance - similiar to knives carried by monks, and some generic catacombs chaff of copper and cloth. My clothnig constitutes now only steel, mostly of superior quality and my horse is stuffed with finely-crafted steel. There were even +steel arrows+, which couldn't be made by dwarves and I think are not used among goblins either. I have never seen something like this in any tomb nor catacombs.

So my question is do you find more steel among NPC then before, or maybe it is just the quirk of my current world? And are those findings in catacombs are supposed to be normal?

10
I have stormed human castle with over forty soldiers, mostly crossbowmans and swordsmans, few children. I have killed one guy in the barrack, and they only talked how I attacked someone. When I talked to them, they spit on me, but no aggression.
I traveled out, stayed outside for hour and returned. When I killed another one, there was still no reaction. But then I slashed the third one and before he died I talked to one of the soldiers.
Suddenly almost all of them turned on me at lethal. I survived, since right now my stats are legendary in all relevant skills and many of them, despite lethal conflict, decided to not chase me. Why? I don't know. I might try to slaughter another castle in near future.
Few times I punched a local lord to the face and in few cases whole court went into brawl, children included. But at other times - even in the same hall - when I sliced someone in half nobody really responded otherwise then talking standard dialogue.
So there is improvement from what I have seen in previous versions, but sometimes it works and sometimes it doesn't. And I am not sure if there is way to nudge them into full blown skirmish.

EDIT
I went into dungeons, where I found some humans who said that they were soldiers, and just in rooms nearby some goblins who made criminal organization. When I attakced chieftiess of the gang, six goblins went lethal on me, including one in the room next door, who couldn't saw anything. But not all gang members went lethal. And to make things even more bitter, when I started to kill soldiers there were no such comradship. I think one soldier went lethal, when I killed another warrior next to him. The rest didn't care.
So I guess there is still long way to go before reasonable morale and aggresion system.

EDIT 2
So it seems that killing one person, giving them some time to spit and froth at sound of your name, then returning and attacking someone almost gives you the reasonable effect. Now in bandit fort with 69 denizens, I have done what I described and 35 went lethal. Those who didn't react at first call either waited for their doom, or reacted when another passive next to them was slain.
Another oddity was in changing lethal to no quarter. At some point one of the first batch yielded. I killed him and about 1/3 of the lethal group changed their status to no quarter, while the rest stayed at lethal. Since the target that started skirmish was called "master" and this yielding soldier was just spearman, maybe it has to do with histfigs' relationships?
When you attack someone at the first coming to place most of NPC are not yet histfigs, with no memory of anything. So no reaction. But as they talk between themselves how "it is terrifying", they start to make some connections and only then they react with violence when killing their one-hour buddies. I don't know enough about NPC memory, so anyone with more more knack at those things will be apreciated here.

11
Seems more like there are groups of them.

Previously attacking one bandit or goblin provoked maybe one or two another. Now, attacking goblin fort with 30 denizens gave 4 waves from five to seven warriors in each. Some still could be killed in plain sight with no response and usually there are some which have been hurt by previous infighting after loading up the map.
With bandits camp it seem similiar, just less people in waves and more of them killed seperately.

I think it might be tied to deeper relationships in worldgen and now histfig tend to have some friends hanging around who would help them while engaged.

12
DF Adventure Mode Discussion / Re: Fun (or not) divination dice effects?
« on: February 10, 2020, 06:31:42 am »
Can anyone confirm what being cursed with bad luck does? Seems a bit abstract to be able to program anything meaningful happening as a result of it, but it's the roll my character just got. Skill reduction, perhaps?

Is it the same as the mummy curse? In that case it probably just makes you fail rolls more often.

It doesn't seem so severe to me. I got "week of bad luck" on my legendary swordsman and he still doesn't miss from tricky downwards and has reasonable chance of landing difficult.
Also, he has never lost his dodge roll since the divination.
If I recall, having mummy curse gave you 10% automatic failure on everything, so either I got lucky with RNG, or the effect works diffrently.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 14, 2019, 03:44:14 pm »
New world, starting with human civ close to some goblins. Adventurer was from hamlet near capital, so I get quest to hunt snakewomen vampire. To much suprise, I was killed quickly, so I decided to hunt down the critter. Maimed her both arms, but she just chewed my next four adventurers. Now, I made another one, and this time I started as hearthperson from said capital.
Instead of normal annoucement, with "In rush of excitment", or even "A foolhardly soul might try to rescue kidnapped childrens, I get this:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then I asked my Lord about the vault and he knew about it. Even random people from town knew its location.

Spoiler (click to show/hide)

Before, if I would ask about troubles, I would get info about missing treasures and beasts, now everyone in town speak only about army marching on it.
Additionaly, there are two groups of asteriks, one west of city and one north-east of it. If I try to come even near them, I instatly crush. But there was one child far enough from them that spoke about running away from home, so I guess this are refugees.
I have to say that I admire things like those, when it turns out that there is a script acknowledging rare occasions. But at the same time shouldn't vaults be so widespread known? Moreover, if not for this "quest", I wouldn't be able to ask directly about vault.
Anyone had similiar?
 

14
2 companions, one bard/spy focused on stealth and stabbing with knife, other being hammerman in heaviest armor I will find. As lead I will play human focused on intrigue skill, reading and writing. With the party of zealot, templar and inquisitor I will begin the hunt for the wicked and sinners.

And of course, when each of the first adventurers will die, I am going to make party of nine, with elf, dwarf, four goblins and three man. Just to wait for generated golden artifact ring...

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DF General Discussion / Re: Future of the Fortress
« on: August 19, 2018, 07:51:44 am »

1.You said in devlog that the succesful plotting, alongside beliefs and position of target, would be determined by "intrigue skill". Is it going to be seperate skill like mining or dodging, or it will be mix of social skills like liar or diplomat?
2. You mentioned that being a criminal mastermind would be a thing soon. If option of playing inquisitor/detective in adventure mode will be supported as well? Not necessarily in full possible spectrum, but being able to discover plots via just talking with people and having right set of skills/clues, or occasional quest to thwart some villain agenda would be a thing that at least I look forward.
3. In same spirit, if there would be fortress guests which will petion to stay in your fort to help you in discovering and preventing from villainous plots? Just like monster slayers come to help you hunt down critter in caverns.
4. Will be able to choose not only what equipment to take at the start of adventure, but what quality it would be? For instance, paying more points to have *iron longsword* instead of normal one?

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