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Messages - JAL28

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16
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 09, 2021, 04:06:45 am »
Clowns can now mine through adamantine and anything else. Meaning they can dig-path to your fortress and cause untold amounts of havoc and fun even before the first year undead siege can serve it to you.

17
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.”

18
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 09, 2021, 02:02:22 am »
If a dwarf bites a werebeast without getting bitten back, the werebeast should be immediately cured of the curse, turn into a dwarf(from whatever it was before) and join your fortress.

19
Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.

Sounds like something the elves would do. No other race feels like it would work out logically. Though it would make their sieges a lot more !!FUN!! Than they are right now.

20
I’m not sure if plant mega beasts would be that fun. Mostly because they probably would be immobile, so how would they even leave their lair to raid other sites? Maybe you can just embark on them, rather than them coming to you.

MBs that consist of multiple bodies and/or multiple materials will be harder to make as specifically for metals, there seems to be no way to make specific parts use a defined tissue template(only options is to use for all or use for skin). It would probably also make descriptions excessively long which may make them less readable.

21
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).

22
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 07, 2021, 06:24:44 pm »
Every year there should be a 1% chance that 100 void dwarves are automatically generated in any dwarven settlement

23
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 05, 2021, 11:10:08 pm »
Personally I really like the mini dwarves, probably the coolest terrible suggestion. Like a simulator in a simulator

Every day, a dwarf has a 0.1% chance to suffer a heart attack, to which they will lay down and proceed to die, because resuscitation methods don’t exist in the 1400s. For every year a dwarf ages, this probability increases by 0.01.

24
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: February 04, 2021, 06:55:57 pm »
Honestly I feel like the main issues are:

World generation. Necromancers have a tendency to wipe worlds clean of all civilization, meaning that a person can get very, VERY upset running world gen after world gen only to have it incinerated by necromancers. They are far too good at conquering the world and that needs to change, it’s one thing to lose a world to a crash and another to lose one to crazy necros.

Adventurer: Intelligent Undead. They are insanely OP, with game-breaking abilities like paralysis, blood syndromes, icicles, a lot of other things etc etc. While this itself would be somewhat acceptable if they were rare and far between, the rate at which necromancer influence tends to spread in normal worlds(especially if they have begun conquering other sites), it means that sooner or later you will accidentally stumble upon one of these monsters, and never live to tell the tale. That also has to be fixed.

Fortress mode: Undead Sieges. They can come when your fortress is still young, spelling death to all but the most paranoid(like me) or prepared. They can also come in large numbers and with necromancer experiments(even experiment corpses, oh god), means that undead sieges are pretty hardcore. Then again, their most broken feature is the ability to trim the young sapling that is your fortress, as any fortress with a semi-decent trap hall and spike hallway should be able to cleanse an undead siege. These may be the least broken of all necromantic abilities.

I think the issue with necros is that they grow too strong, too fast. Basically all other !!FUN!! Producers are locked behind some sort of requirement, or need you to personally activate then yourself. Goblin Sieges? Pop requirement+proximity to goblins. The latter is a personal choice. Forgotten Beasts/megabeasts as a whole? Locked, behind a wealth/population requirement. The circus? You have to find AND break the candy YOURSELF. That’s on you, not the game, for digging too deep. Werebeasts(prominent FUN)? Also locked behind requirements, allowing you to take the appropriate actions to keep your dwarves away from their infections bite. Vampires? Their not actually that bad of a threat. Unless they get your important talent first, you can quickly find and isolate them with brute forcing and checking, neutralizing their threat. But necromancers? It’s like going to the starter area and accidentally falling into the secret boss’ lair...and he is level 100.

25
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 04, 2021, 06:39:20 pm »
DF emails all your friends and family, inviting them to attend. They, in turn, invite their friends. Somehow they all wander into your game, and are replaced by dwelves in the real world.

The Dwelfpocalypse!

The Dwelves successfully pressure the government to stop all environmentally damaging industries and start growing new trees.

Lol this is turning into a mini-narrative

26
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 04, 2021, 06:32:40 pm »
Imagine just distracting all the clowns with a dwelve and pulling a cave in on them all

And then the dwelf funeral starts...

The whole world is invited. (Even memorialized ghosts.)

Including the vermin, the 800+ forgotten beasts, at least 1 clown of every species(maybe more, since their populations are functionally infinite)

They stay passive for the duration of the funeral. But afterwards? Uh...fun?

27
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.

28
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 04, 2021, 06:23:53 pm »
Dwelves are universally hated loved by all sentient creatures.

FTFY

Whenever another creature sees a dwelf, they drop everything they're doing to organize a party for them. They are left with a bad thought once the party is over, and will go insane if the party is interrupted for any reason.

This results in a chain of endless parties until someone finally throws a tantrum, resulting in everyone going insane. FBs with deadly vapors joining the party can cause problems, too.

Those dwelves must have cool af rave parties with the clown gang that comes out of the clown car

Imagine just distracting all the clowns with a dwelve and pulling a cave in on them all

29
DF Suggestions / Re: Ocean Revamp
« on: February 04, 2021, 02:02:29 am »
To add to my initial suggestion:

Oceanic Civilizations

They would be somewhat similar to underground animal people civs, but actually civilized and having sites beyond campfires, probably platforms for farming/domes for living, etc. These would probably me more adventurer-mode based as vanilla fortress mode won’t let you see them(being found in deep oceans, not coastlines). They would probably include aquatic animal people and mermen.

Oceanic Horrors

Essentially the ocean equivalent of FBs and Titans. Using fish/aquatic bodies and special features that distinguish them from land beasts. For example:

“A towering one-eyed tilapia. It has four fins and a straight horn. Beware it’s poisonous bite!”

“A great three-eyed eel. It has two wing-like fins and it undulates rythmically. Beware it’s electricity!”

“A giant chitinous leech. It has four straight tusks and two wings. Beware it’s noxious secretions!”

“A great spiny shark. It has 2 curving horns and it swims erratically. Beware it’s poisonous vapors!”

They would not need to breathe and hence could come on land, but usually tend to prefer staying in the water, killing anything in it. They can do this like drag dwarves into the water with wrestling, meaning you would have to stay away from all water sources.

30
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 04, 2021, 01:53:01 am »
Dwarves can use flamethrowers, but only against the dwelves

FTFY

Nature-loving dwarves will mate with elves to produce dwelves.

Dwelves have all the good attributes of dwarves(metal/steel armour, martial trances, moods) and elves(at peace with wildlife, tree-hugging, having access to all aboveground animals as domesticated), while losing all bad traits except for their stuck-up attitude. Now you HAVE to obey them or risk getting roflstomped by them.

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