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Messages - Vicious_Unicycle

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31
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 20, 2020, 02:36:42 pm »
I wasn't sure whether or not that was the case, so I decided I should have it on hand just to be sure. Couldn't take any chances; this thing's got webs! I even assumed an identity from its civilization to make sure it wouldn't turn hostile immediately.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 20, 2020, 09:37:36 am »
Spoilers ahead (though I feel like this stuff is an open secret at this point).

Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 19, 2020, 01:37:16 pm »
My fort just got hit by its first attack: a cyclops wielding an artifact copper mace. I only really have a token military at this point, composed mostly of migrants who happened to arrive with some combat skills. Included in that category is a pair of necromancers. And as foolish as that is, just this once, it worked out in my favor.

2 recruits were the first to respond. They were promptly crushed. The militia commander, a competent swordsdwarf who arrived shortly thereafter, met a similar fate. Then came the necromancer. The cyclops had already charged away from the dead dwarves, so no, the necromancer did not raise his fallen comrades to rejoin the fight. No, what the necromancer did, as he and the cyclops met in battle just over the refuse pile, was raise a bunch of sheep wool that I'd forgotten about.

But for whatever reason, the sheep wool was hostile to the necromancer and immediately attacked him. Which caused him to enter a martial trance just as he started fighting the cyclops. The cyclops couldn't get in a single hit and the necromancer's strikes landed with unprecedented precision. The very moment I saw in the combat report that the necromancer's spear had pierced the cyclops's heart, I took the entire squad off duty, fearing that either this necromancer or the other one might try to raise it. As soon as it bled out, I had its body dumped in the volcano just to be sure.

34
DF Adventure Mode Discussion / Re: Miscellaneous Object User
« on: March 18, 2020, 12:19:39 pm »
The ol' sock-full-o'-quarters, eh? Hmm... Hard to say for certain since I don't know exactly what the properties of a pouch are. I'm inclined to say that the coins alone would be better. Their main advantage comes from being a hard metal object with a minuscule area of contact. Like a BB gun on steroids. I'm assuming that a leather pouch would have a much higher surface area. I'm also assuming that attacks would only factor in the material properties of leather, ignoring the material of the pouch's contents. And I might be wrong about this, but I believe 200 coins would still have a weight of <1r, making the added mass negligible relative to the mass of the pouch itself.

Funny you should mention about wrestling with bolts; If you grab an archer by the quiver with your hand, you can press 'r' to immediately remove the bolts/arrows from their quiver, even though you don't technically have possession of the quiver itself. And a stack of bolts only counts as a single object. So you can sneak up to an archer, swipe all their ammo, and stab them in the brain with 20-40r of iron concentrated into a tiny point, all before they have time to react.

Needless to say, I've been doing lots of 'research' on goblins lately. Good times!

35
DF Adventure Mode Discussion / Re: Miscellaneous Object User
« on: March 17, 2020, 12:19:08 pm »
Bolts and arrows are my go-to throwing weapon, though I do make use of coins when it's more convenient. I suppose I just like the piercing damage better. Of course, imo the best throwing weapon is a pick. It's only got one striking surface, so it's got a decent chance of severing limbs and piercing vital organs with every throw.

Come to think of it, do bolts/arrows use the misc. object user skill in melee, or do they use knife user the way crossbows use hammerman and bows use swordsman? If it's the former, then that might be an even better sharp option than sharpened rocks.

Ooh, and what about ballista arrows?! Not that you can find those in adventure mode.

Edit: I bet using a stack of a few thousand coins in melee would actually be pretty effective. It would actually have some mass behind it. The question is whether the game considers a stack of items to have the same surface area as a single item? Based on that thing with the stack of 100 beer getting lodged in someone's upper body, I would have to guess that it does.

36
What world size are you using? Larger worlds give civilizations more time to expand their territories and grow their populations before they come into contact, leaving them less vulnerable to outside threats, particularly necromancers. And what's the number of desired civilizations set to? I'm guessing you probably set it pretty low to make it easier to get invested in each civ's history. I know I've done that, at least. If so, that may be the reason for your lack of goblins. Every world I've made lately has been overpopulated by goblins, and I haven't even been trying for that.

To get more goblin civilizations, you need more clowns bound to the surface world at the dawn of time. To get that to happen, you need plenty of gods with the appropriate spheres. To make sure that happens, you need at least a few different dwarf and human civilizations. Restricting the number of elf and kobold civilizations may also help by freeing up more civilization 'slots'.

So. Lowering the maximum number of caves to just 1 or 2 will reduce the number of possible kobold civs. Increasing the desired number of mountain regions will give more opportunity for dwarven civs to arise. Reducing the maximum rainfall and drainage to 60 or less will eliminate forests in favor of grasslands and swamps. Without forests, there will be no elves. More grasslands means more opportunities for humans. Although goblins civs aren't associated with a specific biome the way other races are, I have noticed a moderate preference for swamps, tundras, and glaciers. Probably just because other civs are averse to those locations.

Now, if you're willing to reduce the number of forests and elves, but you don't want to eliminate them entirely, then you may need to mess with the drainage and rainfall terrain meshes. Which I do not thoroughly understand proper use of. If you do, just remember to lower the minimum required high-drainage/rainfall squares. Otherwise the worlds will all get rejected.

And of course, to reduce the number of necromancers, you can just reduce the number of secret types.

37
DF Adventure Mode Discussion / Re: Miscellaneous Object User
« on: March 15, 2020, 12:55:10 pm »
While trying to get a follower to actually equip his axe, I inadvertently made him hold a stack of 100 rye beer, which he refused to let go of. When he used it in battle, it worked a bit like a blob titan's "push" attack. Meaning that it either hit with no force at all, or it turned body parts to pulp. It got lodged in someone's chest once, which is a bit of a mind screw.


If you're thinking of using trap components, you could check Legends mode for Artifact trap components. There are usually at least a few of them in a given world. That would help bypass the fragility issue.

Short of that, the best sharp misc. option I can think of would be knapped obsidian. Specifically obsidian, because as far as I know that's the only stone with a sharpness multiplier. Which is, incidentally, one of the highest of any material in the game, second only to adamantine.

38
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 15, 2020, 08:29:38 am »
I've been messing around with the reputation system lately. Mostly I just go around to large crowds of people and start telling the story of the time I killed a giant or, more recently, the time I killed a bronze colossus (did you know stingers can dent bronze, even sever colossus limbs if you rack up enough hits? I didn't. Love this adventurer!), occasionally mixed in with some bandit slaying. This method has gotten me listed in many groups as simultaneously a "legendary hero" and a "feared killer".

At one point, I encountered an elf bard on the road. I decided to test whether bards can spread your reputation, so I brought up the incident with the bronze colossus. Out of curiosity, I asked the bard's opinion of me. But instead of saying "You are brave. You are also a killer" like other people who've listened to me performing the story, he said "You are brave. You are also a legendary hunter."

The next time I checked my reputation, I noticed that a bunch of groups now considered me a "legendary hero" and a "legendary hunter", with many of them not considering me a killer at all.

So, it looks like traveling bards might be an effective way to spread your reputation.

39
A holy see-through thong.

Heh, must've been a deity of lust and/or depravity, eh?

I'm not sure if the "do not tempt fate" message resets the cooldown or not. I don't feel like that's ever been an issue for me, but I never remember to pay close attention to the date. I think I end up waiting longer than necessary as a result.


On an unrelated note, I had an old adventurer who at one point got his trunk severed, then later became paraplegic due to nerve damage in his lower spine. At one point the dice cursed him to spend a week as a hornbill. When he changed back, his lower spine was healed (as well as many scars), but his trunk was still missing. Later, a different god's dice granted him healing, which restored his trunk but left the scars he'd gained in the interim unaltered.

My current adventurer has chronic spine rot after an encounter with some intelligent undead. He got cursed to spend a week as a wild boar. When he changed back, the spine rot was healed (as well as all his scars), but since then the spine rot starts coming back anytime I Travel or Sleep.

40
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 11, 2020, 08:13:37 pm »
What species are you that a werebeast can't break your grip on it? Or are werefoxes really that weak?

I'm a Fist of Poetleaf, a dwarf-sized necromancer experiment. I've also trained up all my physical stats to superhuman (or rather, superfist of Poetleaf) levels. Now, I can't be sure about this since I have no idea how to check size values on werebeasts, but I'm guessing that a werefox must be relatively small. iirc stature has a bigger impact on wrestling success than strength.

Funnily enough, by the time I got bored and let it go, the thing had trained itself up to an elite wrestler just from trying to wriggle out of my grasp.

Also, I noticed that one of its legs was rotted, so I think I finally know what my stinger venom does!

Edit: It looks like blinded creatures might auto-fail wrestling rolls, or at least take severe penalties, so the fact that I stung out both of its eyes might have been the deciding factor.

41
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 11, 2020, 04:38:26 pm »
Let me introduce to you all Katslet Oilflames the Dimpled Talon of Man, necromancer necromancer necromancer necromancer necromancer necromancer necromancer death corpse.

Reminds me of my vampire necromancer corrupted thrall peregrine falcon woman adventurer from before the villains update. Sounds like a blast!


As for my current adventurer, I just wrestled a werefox into submission and am subjecting it to the most unspeakable torment I could think of: performing godawful, tone deaf, a capella renditions of goblin folk tunes while it struggles in vain to break my grip on its foot. I also smashed out all its teeth and picked up a handful of them. I'm curious to see if using them as an improvised weapon can spread the curse independent of the werebeast itself. My guess is probably not, but it's worth testing.

Regarding my search for the tombs beneath a goblin dark fortress, I took a break from that to go explore the catacombs and tombs beneath a human town. The catacombs were accessible via the temple as expected. However, I noticed that the temples in the human town didn't use the same set pieces as the temples you find in monasteries and such. They were longer and thinner and, more importantly, had doors leading directly to the catacombs. The temple back at the dark fortress used the same set piece layout as monasteries, which doesn't include doors connecting to underground areas. It's possible that the catacombs are present in the dark fortress, but they're inaccessible because the site generated an incompatible temple layout. I'll have to head back and have another look.

Once I'm done messing with the werefox, of course.

42
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 09, 2020, 11:46:47 pm »
Maybe... The thing is, I know for a fact that the temples and taverns in this dark fortress aren't abstracted; I've been in them. My adventurer even learned a couple new songs by watching performances in one of them. So I feel like the other structures should be there. It's just a matter of figuring out how and where they fit in among the other set pieces.

This whole thing might be a moot point now anyway. I found an artifact silver flail while searching the site's main tower, and based on my experiences wielding a normal iron greataxe against the local goblins, I suspect that even an artifact iron axe will be regularly stopped by mere silk and leather clothing. Though I am curious to see how it would fare against large-scale, fleshy targets. Megabeasts and such. And I do still want that artifact breastplate...

Hmm... what to do...

I might hit up some monasteries and do some divination. For once, the cryptic messages might actually come in handy.

43
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 09, 2020, 11:19:24 am »
Tomb is both a Site type and a Structure type. In this case, there are actually 5 different Tomb Structures within this Dark Fortress Site. None of which I've been able to find so far.

According to the DF Wiki, Tomb Sites are those pyramid things you can find above ground, whereas Tomb Structures are usually found in human towns. Or rather, underneath human towns, connected to catacombs which themselves are "accessible by traversing below temples". I've never done a lot of dinkin' around underneath human towns, so I'm still figuring out the best way to go about searching.

It's unfortunate that they'll be underground, because I stumbled across a glitch/exploit that allows me to Travel within the dark fortress, which really sped up the surface sweep to search for structures. I actually found the temple, but there weren't any stairs or passages leading to underground catacombs that I could see. There was however, a horde of goblins walking down a winding, narrow path leading down to an artificial pool. I took the opportunity to jump into the crowds, causing them to dodge to the side and fall into the water. Unfortunately, that makes it harder to accurately gauge my impact on the local population, since drowning deaths won't be attributed to my adventurer.

44
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 08, 2020, 12:36:05 pm »
I'm currently Rip-And-Tearing my way through a goblin dark fortress in search of an artifact iron greataxe and breastplate I saw in Legends mode. Evidently they are both stored in a structure called The Vile Tombs somewhere in the fortress, but I'm not sure where to even look for that.

Does anybody know whereabouts you might find a Tomb within a goblin dark fortress? It wasn't in the main tower or the prison. All I've found on the surface so far are Taverns/Inns (aside from the ubiquitous watchtowers and trenches, of course). Would it be underground near the troll/beak dog pits? I know some of the work pits have coffins and slabs in them, but I don't think those qualify as "Tombs". I believe there's also a Catacombs structure somewhere, which I also can't find. Would tombs be connected to that? If that's the case, maybe I should look for the local temple...


Anyway, I've been playing as a Fist of Poetleaf, a dwarf-sized necromancer experiment with mandibles and a stinger. The mandibles are kind of disappointing in combat since their bites can't latch on, but the stinger is amazing! It lands deadly or debilitating hits more consistently than most weapons and shreds armor like nobody's business, yet its attacks are flagged as 'kicks', meaning they don't escalate fights beyond "brawl". No idea if the venom does anything, not that anyone survives long enough for that to matter.

This dark fortress, Menacesteals, had a population of about 14,000 when I started (according to Legends Browser). My kill count is around 2,100 so far. So that's like, what, 15% of the population I've killed? I've reached legendary skill as a miner, but the only mineral I've mined is the bones of my enemies.

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My peregrine falcon woman vampire/necromancer is currently marching an army of undead towards a Dark Fortress. Hopefully my computer can handle it!

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