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Messages - Vicious_Unicycle

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16
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 12, 2020, 10:13:03 am »
so on the topic of making a stronger revenant you probably should be doing this on an adventure party member and causing the adventurer party member to die from starvation each time so when you find them again you could resurrect them with newer dark gifts.

I'd considered the "give into starvation" option, but I wasn't sure whether that would leave an intact corpse or just a skeleton. I tested to see whether you can raise skeletons as intelligent undead, and seems that you cannot. I decided not to risk it.

But if your adventurer's flesh doesn't rot off their bones in the two week waiting period, then yeah that'd be the most straightforward approach.

17
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 12, 2020, 01:10:53 am »
Sent out a couple of squads to recover books from a fallen fortress. One of said squads included a pair of intelligent undead. The moment the squads get back, I get the alert that someone has been found dead contorted in fear.

The intelligent undead became ghosts as soon as they came back on the map. Obviously I had to memorialize the murderous one, but the other one was only a forlorn haunt. On top of that, she's the sheriff. I decided she can stick around.

18
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 11, 2020, 03:01:27 pm »
interesting... i wonder if that's the same thing as when undead npc's hide and become invisible?

That was my initial thought as well, but I was under the impression that effect is a power called "Vanish", which was not a power I had access to. I'm wondering if it isn't an unforeseen side effect of freezing and thawing my adventurer. I recall reading about an issue where the game doesn't let you interact with objects that have been thawed out after being encased in ice, as opposed to mined out. Maybe the game 'forgot' that my adventurer isn't frozen anymore and did the same thing it does with objects encased in ice, i.e. makes it basically cease to exist while remembering where it used to be.

Please upload a save to DFFD and add a comment with a link to the bug report if you can.

I'm not sure that's the same bug I'm encountering here, but I can probably do that. I've actually got an earlier save with these adventurers uploaded there now. That could potentially be used to see if the bug can be replicated.

19
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 10, 2020, 10:40:00 pm »
Hey, I know you can become multiple types of necromancer, but if you do, can you turn someone into multiple types of zombie, thus making it stronger each time?
hmmmmmmm
If you mean as sentient undead, it's very hard to kill one and leave a body that can be raised as a sentient undead a second time. If you mean as an ordinary zombie, I think this requires some science. I'm not sure whether animation interactions get cleared when the creature dies. I suspect they don't, and you can kill a zombie hand or something six times and raise it different ways until it becomes unstoppable.

Ice. I did a lot of thinking to figure out the best way to kill and raise my adventurer multiple times, and what I settled on is that getting encased in ice kills you no matter what, yet doesn't damage the body. It's kind of a pain in the butt, but it works. You do have to pick up the body and take it somewhere else first though. For some reason, the game doesn't like reanimating a freshly-thawed corpse.

Based on my own experience, you definitely can become multiple types of sentient undead simultaneously. You retain all your previous powers when resurrected a second time. I don't know how to check the numbers to confirm this, but based on the fact that after the second reanimation, my heavy kicks were able to send goblins and elves flying several tiles (punches too, albeit far less consistently), I suspect the strength bonuses stack.

Unfortunately, it might be a bit buggy. My adventurer just sort of vanished while I was using tactics mode. The tile where he was standing still causes people to lie down when they enter it, but I can't switch to control him or interact in any way. The game still thinks I have a 2-character party, but the first slot is empty.

As for reanimating NPCs, decapitated corpses can be killed by a stiff breeze. So if you're sticking to dumb undead, that's pretty easy. Granted, it may not be worth it if you want something tough. It gets trickier with intelligent undead. They can't talk, so getting them to follow you requires some finagling. And you have to make sure they're not hostile to you when they die, or they'll remain hostile upon reanimation. And, again, since they can't talk, you can't ask for a cease to hostilities.

20
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 06, 2020, 09:42:06 am »
I decided to start up a fortress centered around growing sliver barb (It can be milled into black dye, but only grows in evil biomes. No caravans will sell it). Mostly because I find there's a morbid appeal to the idea of dwarven migrants enduring hellish working and living conditions in the ass-end of nowhere just to produce a luxury commodity that can't grow anywhere else. I named it Thornweavers, and their symbol is an image of a glumprong tree surrounded by sliver barbs, with a dwarf hanging from the glumprong.

Funny thing though: it's been more than a year, and it seems like this site isn't actually that bad. No zombifying clouds or sickening filth, no walking corpses wandering onto the map, nary a drop of blood falling from the sky. I haven't done much butchering yet, but early signs suggest that dead things stay dead. Hell, it doesn't even rain all that much.

And on top of that, this place has all the resources necessary for producing brass, clear glass, and steel. And that's just scratching the surface. Granted, most of the trees are dead, so I don't think they'll grow back once felled. Fuel may become a problem, but we'll burn that bridge when we get to it.

Just got the first artifact of the fortress. I wasn't expecting much when a peasant claimed a carpenter's shop, but the artifact's actually pretty cool, albeit relatively cheap. It's a glumprong wood statue of the dwarf necromancer who became king of our civilization after overthrowing the old monarch in 156. It also has the obligatory image of the founding of Thornweavers, as well as an image of a goblin who (after some digging in legends mode) is actually an ex-priestess and countess-in-exile from our civilization.

21
That always happens on frozen oceans. I'm not entirely sure why. My best guess is it has something to do with how the game handles variations in elevation? Or maybe not. I have no idea.

At any rate, speaking from personal experience, it's only a matter of time until your adventurer meets the same fate as your companions. I'd recommend getting out of there post haste. The only safe way across is to fly. Not that most adventurers have the option.

Are flying mounts a thing? That would be cool.

22
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 03, 2020, 02:34:27 pm »
Demons are 10000000 cubic centimeters, which is about twice the size of an elephant.

Yeah, that'd do it. You know, I was looking at this demon's description (a muscular, yet fat and bloated, humanoid lizard with downy yellow feathers), and now I can't stop picturing him as a combination of King K. Rool and Big Bird. Makes for a surreal mental image when he's rending people limb from limb.

So, are necromancers supposed to be friendly? None of them care that I'm there and give me news and instructions. The zombies are still hostile though

Yeah pretty much. Necromancers aren't mindless monsters like werebeasts or indiscriminate killers like night trolls. They're just regular folks, only with macabre powers, lofty ambitions, and a willingness to do horrible, horrible things.


Unrelated, my second adventurer somehow lost a foot while I was busy controlling the other half of the party. A healing effect from divination dice caused her foot to regrow... but not her ankle. She's somehow missing her ankle but not her foot. I guess it's just sort of... floating there?

23
DF General Discussion / Re: So im playing adventure mode...
« on: April 01, 2020, 04:43:29 pm »
Oh yeah, Krugg's real big around here. His old Steelclutches series was a big part of what got me into this game.

As for economics, I generally only trade stuff to satisfy the "acquire object" need. Or to equip companions with better gear. If I actually need to buy something off of someone, I generally trade in artifacts. In terms of purchasing power, nothing beats priceless. And I don't need to hold on to 3 different dwarf bone hatch covers.

24
The healing effect seems to be bugged. One of my current adventurers got a couple fingers bitten off by goblins. She's got a healing effect active from divination dice. The weird thing is that her missing fingers keep reappearing and disappearing, seemingly at random. I can only imagine how annoying it would be if the same thing happened with an entire limb.

I also got a holy weapon that's an artifact adamantine crossbow. A little disappointing to be sure, but interesting to note that adamantine weapons are a possibility. (though unfortunately, so are training weapons)

25
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 31, 2020, 04:25:05 pm »
Hoo boy, has my adventure taken some twists and turns lately! The end result of which is that I have added a second adventurer to my party, a dwarven death worshiper and vampire/necromancer in the making named Thob Cultknife The Regal Counselor of Griffins. Random name, by the way.

See, what had happened was that I picked up a random swordsdwarf companion who I was hoping to train up into a swordmaster like my previous companion. While I was poking around the fortress where I met him (looking for decent armor, asking about troubles, etc.), somebody mentioned "The dwarf vampire Stukos McNPC is well traveled and may have that information".

Never one to pass up an opportunity for shenanigans, I tracked the guy down, called him out as a creature of the night, disemboweled him, and filled a few cups with his blood. Note that I immediately fast traveled away, so he didn't bleed out. He's just walking around with his guts spilled now.  Anyway, as a necromancer experiment, my adventurer can't actually become a vampire. My new dwarven buddy on the other hand...

So I headed to a nearby Dark Fortress to provide combat training fodder for my freshly-cursed companion. Unfortunately, my habit of jump-slamming goblins into cavern pit shafts came back to bite me again. The dwarf tried to follow the goblin down and wound up stuck clinging to the wall halfway down the shaft. He refused to put away or part with the artifact sword I gave him, and he only has one working hand after getting mauled by a grizzly bear in a random encounter, so he was incapable of climbing up. Or down for that matter.

Well, if jump-slams could get me into this mess, jump-slams would get me out. I knocked him down to the caverns below, hoping his armor would deflect the impact (it did). There was a dwarven fortress a couple map tiles east, so if I could just navigate the caverns for a bit without losing track of my companion or pet giant grizzly bear (did you know they can climb? I didn't), I could get back to the surface just fine.

Or so I thought. The first cavern layer led to a dead end, so I had to climb down to the second layer to proceed. Idk if pre-generated fortresses can even connect to the second cavern layer, but even if they can, the lag at that fortress was so bad that I'd never find it. I ended up retiring  and unretiring my adventurer there just to reach the surface.

Shortly thereafter, my vampire swordsdwarf companion got beat to hell by a bunch of religious goblins during some sort of uprising I stumbled across, leaving him paralyzed from the neck down. That's not technically fatal to vampires, but I opted to put him out of his misery anyway. Or I pulled a supervillain-style "you have failed me... for the last time!". Take your pick. I mean, honestly! A fully-armored, seasoned warrior and a vampire to boot wielding an artifact sword getting taken down by unarmed, unskilled civilians? Just shameful.

So, yeah. I'm pretty sick of losing companions to crippling injury and/or stupidity, so I decided to make a second adventurer. Being in more direct control should solve the worst of the problems.

Oh! And I got my demon back. In the 2 weeks or so my adventurer spent in retirement, he made his way into the central tower of the Dark Fortress where I'd lost him. Which, incidentally, has had its population cut in half since I started this adventure. That's over 5,000 dead goblins in Menacesteals alone.

26
Quote
And then build your own tavern!

Ooh! That gives me some nefarious ideas on what to do with the chalice full of vampire blood my current adventurer has been carrying around...

27
DF General Discussion / Re: So im playing adventure mode...
« on: March 30, 2020, 11:24:49 pm »
Oh yeah, if they're made of hemp, that works out to like 7☼ worth of coins in a 20☼ pouch, I'm pretty sure. I wonder if you could get the same outcome with leather pouches?




Oh, would you look at that; I am now a Novice Appraiser. Neat.

28
DF General Discussion / Re: So im playing adventure mode...
« on: March 30, 2020, 03:01:06 pm »
I didn't think there was a way to view item value in adventure mode. Did it say "1☼" or "1r"? Because "r" is weight. "☼" is value. And 1 is a reasonable weight for a wooden shield, but the value would probably be closer to 30ish (I think). Higher if it was above basic quality.

How much gold did they have on them? Coins aren't actually worth that much, I don't think. As I understand it, a single gold coin is only worth 3/5ths of 1☼. And copper's only 1/25th. I've definitely gotten NPCs refusing a trade offer because I didn't offer them enough to make it worth it.

I'm not sure exactly how the game determines whether an NPC will agree to an exchange or not, but I believe that they don't strictly have to trade at a profit as long as the items are close enough in value to make it a roughly fair trade. If the coins in their pouch only add, say, 4-5☼, and a pouch is worth 10☼, then trading an empty pouch for a pouch with coins in it might fall into the "eh, close enough" range.

Or maybe it is bugged. The whole economics thing is pretty wonky. I wouldn't be too surprised.

29
You can also spend equipment points at character creation to have some in your inventory at the start. And once you've got some alcohol, you can actually duplicate it ad infinitum by dumping it on the ground to create a pool of booze, then filling your container from the pool.

30
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 27, 2020, 04:00:48 pm »
Seems like a probable ending for an adventure as well.


Here's an update on my necro-experiment adventurer:

I got a demon. An enormous, fat, bloated, feathered lizard in human form. Beware its webs! He was wielding a bunch of non-weapon artifacts, so I had to sting him in the arms until it chipped bone to make him drop them. Luckily stingers don't escalate past 'Brawl'. How big are demons anyway? This thing hits like a freight train! When it isn't slapping folks with a gold bracelet, of course. The force from its punches are enough to send limbs sailing off in an arc!

My human swordmaster follower is now a toothless, noseless pile of scar tissue and severed motor nerves. Her kicks are still nothing to sneeze at, but without the ability to block or parry, she'll get herself killed if I keep her around. I'm half tempted to get her bit by a werebeast (there's a were-armadillo crime boss I've befriended who lives in a tavern just a stone's throw from her hometown, and of course my old were-fox wrestling partner), but for now I've just let her go back to her job as a hearthperson in a small hamlet. I made sure to tell stories about some of the monsters she's killed to ensure she's regarded as a hero among her friends and neighbors.

I had another go at searching for the catacombs under that one Dark Fortress, hoping to find that artifact iron great axe. Not only did I not find anything, but I misplaced my demon! Dumbass decided to dodge into one of those pits that lead to the caverns. He's not dead or anything; legends mode confirmed he's still alive. I just can't find him.

The whole search for the great axe is a moot point now anyway. Thanks to some divination dice, I now have an artifact faceted metal great axe! Much better than the training spear it gave me earlier.


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