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Topics - JAL28

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1
DF Suggestions / [SPOILERS] New biomes for HFS
« on: February 09, 2021, 02:17:27 am »
Even though my last suggestion is still fresh out the creative forge here I am with another one.

Instead of the HFS being a simple barren wasteland of slade and series glowing pits, I feel that it should have more diversity in biomes. And also something to differentiate it from caverns. Cant have more forgotten beasts winding up in the wrong type of cavern and getting beaten up by clowns again huh...

[BIOME:UNDERWORLD_CHASM]

This biome is quite literally the current HFS we all know. A barren hilly area of slade containing many, MANY eerie glowing pits. Luckily, this is the only biome to contain this many of those damned pits. God I hate it when ignorant fighters just dodge into these and instadie...

Only inorganic demons can spawn here, with the occasional organic demon(very rare though).

[BIOME:UNDERWORLD_FOREST]

A forest of Hellgrass and demonic trees, populated by the largest concentration of demons compared to other biomes. Also has harvestable fruits and plants, if you dare brave the clowns. All demons can spawn here. Situated over a layer of Slade Dust, basically Slade that was eroded over time by vegetation and clowns trampling it.

[BIOME:UNDERWORLD_SEA]

A great ocean of boiling lava, these oceans are bordered by beaches of Slade Dust. Don’t dip your toes in the magma, they aint coming back up.

Predominantly fire-based or fire-breathing demons will spawn here, with some exceptions to other inorganic demons.

[BIOME:UNDERWORLD_BARREN]

Basically UNDERWORLD_CHASM except without the chasms. Nothing grows here, and the land is populated by inorganic demons, though organic demons may also pop up.

[BIOME:UNDERWORLD_PLAIN]

A vast plain of flesh-based flora. All organic demons have a chance of popping up here while the rate of inorganic demons is lowest.

[BIOME:UNDERWORLD_SPHERE]
[UNDERWORLD_SPHERE_TYPE:(sphere)]

Special biomes that are connected magically to different spheres(usually evil/dark-aligned spheres). Currently, only DEATH, NIGHT, SUICIDE, DARKNESS and BLIGHT are inside. Flora are related to their biome’s sphere(eg. Miasmic Grama, a type of grass that can emit miasma-like pollen clouds). All kinds of demons can spawn in these biomes.

A few flora from the Underworld, namely [UNDERWORLD_FOREST] and [UNDERWORLD_PLAINS].

Satan’s Fan

A large, saguaro-like red tree that doesn’t produce any fruits and serves mostly to look cool and for wood. It has no leaves.

“A large red tree with vast branches and no leaves. It looks similar to a fan coral/a fan, hence its name.”

Crimson Hand

A large tree that can produce fruits, called Demon’s Fingers. These fruits can be brewed into Hell’s Elixir, the most expensive alcohol in the land(tied with all other Underworld-made wines). They can also be cooked.

“A large crimson tree with a large, overreaching crown and small spike-like leaves. It grows curious lean fruits, resembling large chilis, which drop on the floor periodically. These fruits are long and gnarled, resembling the fingers of some demons, hence their name. The tree’s branching structure makes it look like a mass of hands reaching out from the stem, hence the name Crimson Hand.”

Clownroot

A cookable root. When generated, it can appear any colour randomly in the spectrum.

“An unusually cheerful plant in comparison to the bleak red or dark tones of the rest of the Underworld. It’s small crown of red leaves belie a massive, multi coloured root with red bulbs. Some say it looks eerily similar to some self-dyed performers, colloquially known as ‘clowns’. They probably didn’t have enough alcohol.”

Boiling Cress

Can be used for...cooking?

“An Underworld relative of the Garden Cress, it’s neon red leaves feel hot to the touch. It can very seriously burn anything it contacts.”

Sootweed

Grass cover.

“A gray plant with small, rounded leaves. The leaves have the texture of ash and the flowers glow like embers in a fireplace. Leaves can be broken easily.”

[UNDERWORLD_PLAINS]

Goretree

A tree that can drop fruits that are cookable, Gorefruit.

“A large tree with large leaves, it’s crown is packed so tightly that it resembles a giant lump of gore. It’s fruits, known as Gorefruits, have an unusually high concentration of plant-based proteins, making them regrettably unbrewable.”

Flesh Growth

A weird tree that can be eaten from logs. Yeah, weird.

“A ‘tree’ that is pretty much a mass of flesh and bone. It absorbs the evil energies around it to grow and propagate itself through runners.”

Flesh Bulb

Can be harvested for 1 Meat Bulb(cookable only).

“A small, harvestable bulb of flesh surrounded by a small crown of tiny red leaves.”

Underblade Reed

Ground Cover. Can injure the feet of any dwarves walking over it without shoes/socks.

“A vicious plant with thin, sharp leaf blades. They are razor-sharp and can easily pierce flesh.”

[UNDERWORLD:SPHERE]

Each Underworld Sphere biome will contain 1 unique tree, 3 unique grass-type plants(serve similar functions to cave moss and grass), and 3 special plants(harvestable/interacts). Below are a few examples:

Miasmic Grama

Occasionally releases bursts of miasma into the air, which acts as normal miasma.

“A small, purple ground cover plant, a denizen of the Death Sphere biomes. As a form of reproduction, it releases large clouds of purple pollen into the air, which unfortunately causes all of the same effects as actual miasma.”

Duskbalm

Can harvest Dusk Balls from this plant, which can be brewed into Black Broth.

“A curious vine-like plant, from it’s end sprouts a large black bulb which seems to attract light instead of emitting it. Staying near to it makes one feel uneasy; regardless, the dwarves brew it just fine. A native of the Darkness Sphere biomes.”

Blight Bloom

Can cause sickness in those with open wounds that walk on it.

“A seemingly diseased, rotting bloom that spreads deadly pathogens around it, using its pollen as a hitchhiking device. A denizen of the Blight Sphere biomes, it’s sickly yellow leaves and dull brown petals fit in perfectly with the rest of the putrid plants.”

2
As the title suggest, this is a list of expanded types of body parts that procedurally generated creatures can have. Some aren’t just decorations/have little use, but come with their own attacks/quirks. Also included are more special attack-type descriptions(eg. Webs)

Tails

Instead of simply having normal tails, a beast can have multiple types of tails. First we will go through the “special” tails, that come with their own attack. All tail types apply to any amount(meaning a beast can have two spiked tails, which can attack independently like a hydra and its bite attack).

“It has a thin, whip-like tail”

Tail can be used for a lash attack similar to the one used by lashers. May also be easier to cut off(if that can be implemented).

“It has a spiked tail”

Tail can use a slash and stab attack similar to attacks used by swords.

“It has a clubbed tail”

Tail can use a bash attack similar to attacks used by maces.

Now for the decorational tails(don’t do anything really special).

“It has a knobby, jointed tail”

“It has a thick, stubby tail”

“It has a small, hanging tail”

Tusks

Beasts can have tusks, ranging from 1 to 4 tusks(like horns). They can be used for gore attacks similar to troll’s.

“It has three straight tusks”

“It has a massive, curved tusk”

“It has four stubby tusks”

Heads

Beasts, rarely, can have up to three heads. Much like ettins, hydras and other multiple-headed creatures, one must cut of all the heads to kill the beast through beheading. All the heads can also attack independently.

“A towering two-headed pheasant”

“A massive three-headed quadruped”

Body types

Beasts can now take the forms of domestic animals, like dogs, cats, horses etc. In fact, all mundane animals can be used as body types, as well as certain mythical animals like dragons.

“A towering one-eyes dragon”

“A massive two-headed dog”

“A massive scaly duck”

Special Attacks

More special attacks for procedurally generated beasts. The below applies to Titans/Forgotten Beasts. Demons and Angels get their own set of effects, While necromancer experiments and night creatures don’t get any.

“Beware it’s electicity!”

Creature can blast a bolt of electricity, paralyzing anything it hits temporarily. Can provide power to buildings that need it in a range of around 3 tiles. Can also cause grass/tree tiles to catch fire.

“Beware it’s Armoured hide!”

Creature has thick hide that makes all normal attacks(kicks, punches) glance off, though is still permeable to weapons. Leather of this beast is much stronger than conventional leather.

“Beware it’s concealed rage!”

Creature has a chance to go into a blind rage much like a badger, at a random chance of 5-20.

“Beware it’s reanimating power!”

Creature, once dead, has a chance to revive itself as a corpse after 3 days of staying dead. This affect does not apply to butchered products(eg. Bones).

“Beware it’s paralyzing gaze!”

Creature can paralyze creatures in place upon entering eye contact. Effect is usually temporary.

Now to the demons/angels(mostly demons).

“Beware it’s armoured hide!”

“Beware it’s reanimating powers!”

“Beware it’s wicked energies!”

Creature has a small chance to create demonic experiments from dead corpses upon encountering them. Can be a new creature, or an existing one. Only found on unique demons. Only demons with this special property can create experiments, though they can create more experiments than necromancers, up to ten of any of the current body types of experiment, chosen randomly.

“Beware it’s terrifying appearance!”

Creatures that see this demon tend to get horrified thoughts, or flee in terror(if animal).

“Beware it’s foul curses!”

Creature can cast curses on attackers, shown in the combat log as “lizard fiend mutters foul/abhorrent/putrid curses!” And “the swordsDwarf has been cursed by a lizard fiend!” Curses work the same way as mummy curses. Can only be found on demons that [CAN_SPEAK].

“Beware it’s hallucinations!”

Creature can cast hallucinations, either “blissful” or “terrifying”. Reason the combat log as “moose fiend casts a blissful hallucination!” “Martin demon casts a terrifying hallucination!”. Blissful hallucinations cause the victim to gain happy thoughts, but renders them immobile as they are transfixed by the hallucination, allowing the caster to easily rip them apart. Terrifying hallucinations cause unhappy thoughts, and cause the victim to become Enraged, initiating combat with anything that passes by them(even your own dwarves). Dwarves with high skill in Discipline can overcome these hallucinations, gaining no effects from them, while unskilled dwarves can be stuck for months or even years.

“Beware it’s regenerative abilities!”

Creature can, over a few days, regenerate lost parts of it’s body, like a severed arm. Also has a very high healing rate for injuries. Can only be found on organic demons(not inorganic ones, like lignite fiends or sprits of fire).

3
DF Suggestions / Sparring in Adventurer Mode
« on: February 04, 2021, 06:31:06 pm »
Sparring in Adventurer mode would either occur with your companions(soldier companions with weapons) or with soldiers.

For the former, you can ask your companion to spar, after which they will (usually) draw their weapon and start the spar. Just like fortress mode, all of your attacks(and their attacks) will be “lightly tapping the target”. Sparring stops when you leave a certain range(5-10 tiles) or ask the companion to stop sparring. Such sparring is a great way to train your skills. Will not occur if your companion is impatient enough.

For the latter, soldiers of any kind(barring those who don’t really care about their life anymore, they act the same as soldiers currently) will ask you to spar with them to assess your abilities to see if you are good enough for their companionship. Such a value would likely be determined by the amount of hits you score on the soldier divided by the amount of hits the soldier does on you. If you impressed them, they will join you; if not, they decline your offer and ask you to train more before asking them again.

4
DF Suggestions / Ocean Revamp
« on: February 03, 2021, 03:29:39 am »
Oceans are pretty sad right now. They are mostly just large, shallow bodies of water with absolutely no plant life at all, as well has having the very detrimental and unscientific fact of freezing over entirely when winter comes/when it’s cold enough. Enough of that. Hopefully with the stuff mentioned here it would be at least somewhat more interesting and maybe useful.

First off, oceans would be really deep. Like, REALLY deep. Possibly extending down to the second cavern layer or more, though never beyond the third. There would be a variety of special plants and tree-like organisms, like corals, sea grass and kelp, etc etc. Deeper layers(at cavern level) would have more fanciful and supernatural flora and fauna, while upper layers would retain the mundane animals that currently populate oceans. Caverns interrupted by the oceans would likely end if they had no area to expand to, and dwarves with swimming abilities can go swim into the ocean and do things like diving to grab some of them nice seaplants.

Also, when a large body of water freezes up(lakes or oceans), only the first(or a few) layers of water freeze over, and will thaw back when temperatures rise enough. This way, it may be possible to prevent total wildlife extinctions from freezing seas and loss of prime vermin fishing areas.

Unrelated, but some way to train swimming in fortress mode would be nice. Maybe a swimming pool-like workshop? Maybe even be able to fill it up with booze for inebriation thoughts.

5
As the title says, dwarves can play chess games, either of the real world variety or proc-genned themselves. Dwarves could play these on the floor with other dwarves in taverns, or on tables with multiple seats. Playing games would give dwarves happy thoughts. Also, during wartime with another race (eg. Elves), there might be anti-elf(or whatever race is warring) games and stuff made, which would probably include things like the famous “Pin the arrow on the Elf”.

6
DF Suggestions / Rocket Batteries
« on: January 25, 2021, 02:21:33 am »
Rocket Batteries would be a siege engine, the third to be implemented beside the catapult and the ballista. Unlike the former which can attack enemies from multiple z-levels(a feature that should be implemented) and the latter which plies through single rows of enemies with brute power, the rocket battery would be more of an Area of Effect weapon, which damages multiple enemies in a radius.

The Rocket Battery would look similar to 15th century Ming Dynasty rocket batteries(see: “wasp nest” rocket launchers), basically a 3by1 box in the middle with the stick and warhead of the missiles poking out. Unlike other siege engines, the Rocket Launcher can hold up to 3 rockets and fire them all in rapid succession. The rockets themselves would explode after contacting an enemy or after traveling a certain distance(provably around 60-80 tiles). The explosion would look similar to a deadly dust cloud, except with fire, smoke and no dust. Creature may be flung several tiles horizontally and vertically by the explosion, while blast damage itself has a high tendency to detach limbs which have no armour(naked, civilian clothes) and seriously damaging the body through tearing/killing through exploding into gore. Unarmoured enemies are very susceptible to explosions, while armoured enemies usually deflect the blow or get minor bruising, only rarely having limbs torn off or rendered otherwise useless. Combat actions taken by explosions usually reads in the combat log as “The blast hits the (creature) in the (part), (action)!”. Blasts may also set enemies on fire.

Rockets themselves are usually made from 1 metal bar, 1 wood and 1 piece of gunpowder. Gunpowder is made by reacting 1 Brimstone, 1 Charcoal/Ash and 1 Saltpeter. Brimstone would be changed to spawn in both igneous extrusive and intrusive layers to facilitate the feasible creation of gunpowder. Saltpeter may also be made from bat guano, a rare “mineral” that is white in colour and spawns on cavern floors(natural ones, not artificial ones). Giant bats can also produce guano, meaning tamed ones can be farmed for their guano to make gunpowder.

Drawbacks: The missiles are indiscriminatory, being able to blow apart your recruits as easily as invading goblins. Furthermore, they cannot be moved, unlike other siege engines, preventing them from being used for raids/sieges. Finally, if a siege operator at Competent skill or under operates the battery, there is a chance that the missile will “backfire” and explode in the battery, usually killing the poor operator, deconstructing the battery and exploding all missiles within the blast radius, which may prove !!FUN!! especially if they start a fire.

7
It seems that tweak make own is unable to convert wild animals or semi mega beasts, as the latter appears to be considered animals rather than full sentients(similar to training them) and mega beasts just become hostile, not changing anything. Is there a way to make the tweak makeown command remove the megabeast/wild animal token and replace it with a profession token(peasant probably)? It seems that merchant professions are changed into traders through the code, so I wonder what the code for removing the megabeast/wild animal tag would look like.

8
DF Suggestions / Noble behaviours change according to their personality
« on: January 23, 2021, 12:07:49 am »
As the title states, noble behaviours would be dependent on their personality. For example, a baron with a kindly, benevolent personality might give out useless mandates and demands less often, possibly invite the peasantry over to spend time in their quarters and possibly even refuse to punish dwarves for passed mandates occasionally, or reduce their prison/beating times. They will even do work gleefully.

In contrast, a baron with a cruel, selfish personality would give mandates and demands more often, refuse to work and do anything useful, punish several dwarves for missed mandates with harsher punishment, and be all around dickwads.

A “neutral” noble with no personality regarding either would likely just be like nobles currently are, not working, mandating and demanding at regular rates etc etc.

9
I’m sure all of us love slaughtering elves, maybe the occasional humans. But has one actually though of what these mean diplomatically? Sure they bring sieges and ambushes which are easily dealt with with traps, but what about the civilisation as a whole? Maybe those elves were crucial allies in a war with a goblin civ. They may be weak tree-huggers but they make good meat shields to distract the gobbos.

It just feels like fortresses have far too much autonomy. A fortress can sustain itself basically indefinitely, without the interference of any home civ. The only meaningful things they do would be to send migrants and trade caravans. In fact, it is quite common that fortresses don’t even prioritise the needs of their home civilization(training lords to fight the goblins) but instead do seemingly artistic and useless things(see: Stupid Dwarf Trick, Megastructure). And while I cannot deny that such things are not good for dwarf fortress(they look cool and make for a great read/look), I feel like some of the actions players do might warrant a little...ramifications from the home civ. Like deposing of a king using an atom smasher or seemingly neglecting the civ’s interests for its own.

Every now and then, the Mountainhomes may give you requests to supply the other sites(since yours is so productive anyways) with materials, ranging from food to goods to armour and even animals(provably a max of 10 or so). The player receives this information from the liaison when he arrives and has the option to accept or refuse. Accepting makes it so you have to offer the goods necessary to the dwarves caravan within a year or the request will be considered unfulfilled. If the caravan leaves early/does not come/does not have a chance to trade the request will be extended by another year. If you refuse, however...

The mountain homes will not be happy. At first all that happens is that the Liason seems somewhat annoyed but complies, chalking it up to some shortage of goods or something. However, the more times you refuse, the more upset he will get until they just stop coming allthogether. Things will start happening, such as migrants no longer arriving, caravans not coming, taxes being levied on goods, etc etc.

Such unhappiness will also occur if you indiscriminately attack civilisations that are at peace or allied with the home civ, or if you happen to depose of the king through an unfortunate accident. The indiscriminate attacking does not apply to goblin and kobold civs because they are always hostile. Things like sacking the caravan through glitches like trade depot deconstructions also anger the home civ. Having merchants/guards killed DOES NOT anger them, because dwarven civs have long accepted the fact that their caravans will probably be slaughtered by FBs or other fun.

After enough refusals, the Liason will come to the fortress with a siege guard(like an adventurer persuading you to give artifacts), giving you an ultimatum: to stop refusing the requests and actually contribute to the home civ, or leave entirely. If you choose the latter, the Liason denounces your fortress as a group of the dwarven civ, effectively outcasting your group, and asks for all dwarves still loyal to the civ to follow him away from the fortress. A large portion of your fortress will likely join him, INCLUDING YOUR LEGENDARY SMITHS, SOLDIERS AND ANY OTHER IMPORTANT SITES. NO DWARF IS EXEMPT. After this, the Liason leaves with the loyal dwarves and you are formally out of your own home civ. Now they can send sieges to you, which are exceptionally dangerous because they can do things like digging and breaking bridges and walls, as well as knowing where every trap the Liason has seen is(and using a more advanced version, know where a trap is even if you deconstruct and reconstruct it). At this point, you have reached the rock bottom; there is no going back, only trudging onwards into the mire of FUN

10
I think most of us know that if one disables demons in advanced worldgen, goblins will spawn in the underworld instead of demons. But what if, despite there being demons, there are also goblins in the Underworld? I mean, it is implied that goblins themselves were originally inhabitants of the Underworld and were only released because their demonic masters built that slade spire to let them out.

When the Underworld is revealed, instead of being in a group alongside other demons, a single(or double or trio) of unique(humanoid) demons might enter the map with a horde of 10-20 goblin “slaves”(in a rudimentary version of the master-servant relationships between demonic masters and their goblin subjects in goblin civs), with the slaves either being naked or wearing leather/bone armour and weapons/shields, crafted from the remains of other demons(presumable slain by the group). Large hordes of them(100-200) might come with Demonic Assaults(a feature I suggested a long time ago). Particularly special goblins might even receive custom slade weaponry from their “masters”, as well as have attained skills in their combat style.

These goblin-demon groups are considered Goblin Groups in Legends and battles with them are considered actual battles between groups. The only role will be “master” which is occupied by the demon “master”(who does not have a name until it starts a civilization). If retiring a fortress with the Underworld revealed, these groups may wage battles against your fortress in retirement, as well as will be given a claim in the fortress site. If your fortress is abandoned during a Demonic Assault with goblins, is abandoned when one or more of these groups are onscreen and alive or is taken over by one of these groups in retirement, the demon “master” is given a name, the group becomes a civilization and your fortress will become the capital of said civilization.

Goblins in the Underworld are immune to everything demons can throw at them(syndromes, fire, webs etc etc.), though they lose this power if they become citizens of a new goblin civilization. All goblins in the Underworld are non-hostile to demons in the underworld and are labeled as Underworld(like demons).

11
DF Suggestions / Human Cities
« on: January 10, 2021, 02:17:25 am »
When a human civilization reaches a certain critical mass(either through having a large amount of sites or a large enough population, maybe even both)the human civ will found a city in the center of their sphere of influence(or near a large amount of other human sites). Cities will be different from towns in that most, if not all of their land is populated with multi-floored, furnished(with actual beds and stuff) stone block houses, and instead of a central keep, the city itself is based around the “town center” an area which usually consists of a circular road and at the center either a pond or a grass patch with a tall, uncuttable tree on it. Cities will also have a lot of special features, like very large storehouses and “factory” blocks full of smelters, wood furnaces and forges, to large strip mines extending down to the first cavern layer(which is walled off). Much of the city will be encompassed by massive 5 block walls, and if the human civ in question has connections to a dwarven civ that knows about siege engines/have researched siege engines themselves, there will be ballistae inside the ground level of the walls, which will be carved into fortifications to allow them to fire out of them.

Cities will instantly become the capital when they are founded, and there will be a large influx of migrants from surrounding hamlets/towns into the city until it hits its maximum population of around 20,000. They are also the capital of innovation and many, many scholars often come to cities to ponder and write books/scrolls, as well as research new technologies. At the city center a large tower made of stone can be found. This is usually where the royalty have their quarters, from priests at the bottom to the law-giver and other high ranking nobles at the top. This building is usually heavily guarded by miltia and the law-giver’s quarters are guarded by 10 legendary lords, making killing them extremely difficult if they have already moved to a city.

Instead of open marketplaces, shop-owners own their own portions of the building where they do business. Sewers under the city are often rife with criminals and even necromantic elements, though militia occasionally clear out these sewers.

If a city is captured or razed(either through megabeasts or sieges, though the latter will likely be more common), a human civ will redirect all it’s resources to recapture or reclaim it, because it is that important for them.

Though it usually occurs in worldgen, it is possible for a human civilization to found a city during a play through of fortress/adventurer mode. If this happens, the event will be announced through a mega-message in green text. While there is no large impact in both fortress and adventurer mode, dwarves in fortress mode will feel “admiration upon the founding of a great city” which gives them a happiness boost. This occurs regardless of the human civ’s diplomatic status(even with no contact or at war).

Also, the city will always be active, meaning that even at night there will still be humans walking around and selling things and operating workshops. The shops open in the day will close while other ships will only open in the night.

Finally, cities, unlike basically every other site do not have a fixed site area; they can expand their area to a max of a 3x3 space on the world map, covering 9 tiles worth of space. Any caves/lairs/camps in the way will be completely bulldozed, even adventurer sites, where the adventurer will move into the city blocks instead. They usually expand on all sides slowly, but can occasionally expand in one diagonal direction. No sites will be near any plausible city claim areas.

12
DF Suggestions / Priorities for Labors
« on: January 06, 2021, 02:59:57 am »
A simple suggestion: give labors a priority scaler akin to that for designations.

For example, a dwarf could have the labor of fishing have a priority of 1 and the labor of hauling a priority of 4. This means that the dwarf will always do fishing when he can, but if he cannot then he will haul instead. This will allow players to allow dwarves to manage multiple labors while still prioritizing other labors. Basically, your legendary carpenter can actually do hauling instead of sitting in the tavern, while still doing carpentry whenever the chance arises.

13
DF Suggestions / Astrological Events
« on: December 27, 2020, 12:50:11 am »
We have a lot of things on worlds themselves, but what about beyond the world, in space? It would be nice to have astrological events that could change things globally.

For example, comets could occasionally fly past the world, giving a mega-message when occurring and giving dwarves happy thoughts about it.

Also, meteorites may strike down onto the world, bringing with them procedurally generated rocks/metals which range from terrible to adamantine/slade level of toughness and durability.

Just a few things that might be cool to work into the game.

14
DF Suggestions / [SPOILERS] HFS improvements
« on: December 03, 2020, 12:02:11 am »
Just a few things that would allow the HFS to be more of a consistent challenge, as well as a bigger player in worldgen.

After the initial wave of clowns and after you breach and conquer the Underworld, there is a small chance every month that the demons may attempt again at breaching your defenses and leaving the Underworld. There are two types:

Demonic Assaults

Demonic Assaults are not all that different from the initial rush that occurs when you first breach the Underworld. Much like a siege, they appear in large numbers at the edge of the map(30-60 demons). However, they can and probably will contain flightless demons, whereas the initial rush only contains flying demons. These flightless demons may even ride non-intelligent flying demons as mounts to fly up to the hole you made.

Demonic Sieges

Demonic Sieges are much rarer variants of Demonic Assaults, as well as being much more !!Fun!!. Unlike Assaults, which are basically a wild horse of demons making a mad rush for it, Sieges are coordinated by unique demons(twisted into humanoid form) and are much more organised. They can only have between 10-30 demons, but most of said demons are either flesh or rocky materials, making them much harder opponents than the weak salt/steam demons ubiquitous in the Underworld. In fact, the coordinator of the siege may even be wearing 1-2 Slade armour pieces, making them EXTREMELY tough opponents.

However, that’s only local. What about world generation? Well...

Demonic Insurrections

During a Demonic Insurrection, hundreds, maybe even thousands of demons attempt a coordinated assault on an Underworld Spire, attempting to force out it’s normal inhabitants and establish it as a secure gateway to the above world, while the goblins and their demonic master attempt to put them down. Demonic Insurrections are VERY rare worldgen events that only occur during worldgen and may only happen per few hundred worlds. If the Insurrection fails, nothing really changes except the goblins lose possibly thousands and are weakened greatly. However, if the Insurrection succeeds, the Underworld Spire(and the Dark Fortress around it) will be permanently routed, causing the change in ages to....

The Age of Despair

“The Age of Despair was a time where the horrors of the Underworld walked the earth.”
(If have not discovered Underworld)
“The Age of Despair was a time where the horrors of the deep walked the earth.”

If a Demonic Insurrection is successful, the world immediately passes into the Age of Despair. All non-intelligent demons will wander into the wilderness to become semi-megabeast like encounters in fortress mode and adventurer mode. However, unique demons will make their own Underworld Spires, which are almost identical to the Underworld Spires made by demon masters, except without a vault and no link to the Underworld. Underworld Spires will have similar naming conventions to Goblin Dark Fortresses, will have a site symbol identical to Dark Fortresses except blood red, and be labeled “The Demonic Underworld Spire of (Name)”. These Spires are hostile to everything around them, even other Spires, though they always prefer to attack living civilisations rather than other Spires. From these Underworld Spires, the demons may gather a religious following, enslave other demons, leave and pose as a diety or even learn the secrets of life and death. All in all, the Age of Despair will be a very !!Fun!! Age for anyone embarking during it.

However, we all know that most demons are stupidly easy to kill. Most of the non-intelligent salt, steam or fire demons will likely slowly be whittled down by civs killing them in encounters, megabeasts and semi-megabeasts purging them, being slaughtered by wildlife or even being killed by their own unique demon brethren. When a sufficient amount of demons(default 80%) are killed, the world passes into the...

Age of Hope

"The Age of Hope was a time when the horrors of the Underworld no longer walked the earth in great numbers."
(If not discovered Underworld)
"The Age of Hope was a time when the horrors of the deep no longer walked the earth in great numbers."


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