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Messages - Nerserus

Pages: [1] 2 3 ... 17
1
DF Adventure Mode Discussion / Re: Adventure Mode In V47
« on: January 16, 2024, 07:02:21 am »
I have been crippled for life off wounds that have bruised me through armour (And indeed, would do only that much in earlier versions) but pulled my torso and broke my spine.

Unlucky wounds killing you? Sure, in 40d, if you lose a limb that was permanent, but you could mangle a limb and be fine after traveling.

Then in V34 if you got a cut that was the most you could heal, any tendon or ligament damage stayed.

And now you can be bruised and still have tendons or ligaments torn which is also permanent.

There's a steady but sure power creep on damage taken, it's not as simple as "An unlucky wound always killed you" - yeah, it always did. But the umbrella of what that encompasses has increased exponentially over time.

2
DF Adventure Mode Discussion / Adventure Mode In V47
« on: January 15, 2024, 03:16:42 am »
I mean, uh. Ever since the introduction of the force and the VERY bias impact on size on combat, it really does feel like if the opponent is bigger than you then they have an extraordinarily high chance of killing you no matter how skilled or geared you are.

Before the introduction of force on combat, it was possible to play pretty much anything, but now it basically just boils down to "Pick Elephant Man into Vampire or savescum" because you could be a legendary +25 Elf but if a Night Creature (Not even a Roc, not even a Giant Wolf, just a regular old night freak) bites you, you cannot break that latch and you're going to die.

It never used to be this way you know.

Every time Toady reworks Combat I find myself less satisfied. Ranged combat has been overpowered since like 2006, whips have been overpowered since 2010, neither have been fixed. Yet because of 'realism' gameplay takes the L every time, Adventure Mode's basically unplayable; and that's a real shame because there's some cool stuff in there like divination and findable artifacts, but I basically have to go back to Masterwork Dwarf Fortress Legacy just so I can have gear that doesn't rip into tiny pieces on my first fight.

I've made countless overpowered adventurers, all the way back to 40d - back when navigating towns wasn't an FPS tank and shopping was super intuitive, to when the disgustingly borked bogeymen were first introduced and with careful gearing I conquered them solo too - to when bogeymen were taken away after many years...

And it's only now, that force impact is in, equipment wear is in, the horribly half baked and obtuse newbie-player-filter conversation system is in that I can safely say -

I'm no longer having fun with Adventure Mode. Like at all.

I feel almost obligated to make the biggest size adventurer I can because if I get unlucky I just die regardless of any armour or dodging I have - there's so many animal people but so few of them actually are even remotely viable, I can make an Elephant Man right now and go to the nearest shrine and roll a dice until I'm a vampire and conquer the world - yet I can put hours upon hours into an Elf Adventurer only to be killed by some mook because size > all if you get a grab of any kind.

And yet paradoxically I go through tons of fights where I break every single limb and spinal cord of my opponent systematically for them only to not die and just roll the dice on whether or not I get tendon maimed or not even though they're crippled (That's always cool - remember 40d when you could heal that without divination RNG? Was good for gameplay me thinks, even though it made no sense realistically)

What do you guys think? I personally think Adventure Mode peaked in V34.

3
DF Suggestions / Good Biomes should be "Owned" by gods
« on: January 02, 2018, 12:42:44 am »
To be specific - every good biome is essentially 'blessed' by a certain god - when you make a fortress there, you are in effect squatting on his/her territory.

Though mayors can make some obnoxious mandates at times; gods will demand very specific things of you in return for prospering in their own little Garden of Eden, anything from certain value or material statues/figurines of them, to very ornate throne rooms dedicated to themselves so they can take on a form (If applicable, like for example "Takes the form of a male goat person") and actually live in your fortress itself.

The more spicy gods will make demands like sacrificing the odd child or two to a magma pit.

Spoiler (click to show/hide)

This'll also allow buffs to good biomes without just plain making them 'easy mode'.

4
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: December 18, 2017, 06:46:43 pm »
Getting hit in the throat.

Actually - that's all of my deaths.

Really hope Toady fixes that one day.

I see no reason to fix that. In real life, along with most fantasy works, getting your throat torn apart is lethal.

That's not my problem - my problem is there's no way to protect your throat. I have adventurers that have killed thousands of goblins - but the throat is always vulnerable, even with a masterpiece robe and full superior armor and 6 hoods and several cloaks and an iron helmet no less; there is no protection for my throat. If it's hit by *anything* I'm dead, even if it's something I could otherwise have literally killed with my bare hands.
yes, but they are punching you so hard that your throat collapses. hoods, cloaks, and helmets don't protect your throat. there has never been any armor that protects your throat.

He meant to make a suggestion. Tell him to post that in the appropriate forum.
I'm not making a suggestion - and you can talk to me directly as I'm here. I'm saying all deaths are anti-climactic when you get hit in the throat and it's a pretty big list.

5
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: December 18, 2017, 10:10:12 am »
Getting hit in the throat.

Actually - that's all of my deaths.

Really hope Toady fixes that one day.

I see no reason to fix that. In real life, along with most fantasy works, getting your throat torn apart is lethal.

That's not my problem - my problem is there's no way to protect your throat. I have adventurers that have killed thousands of goblins - but the throat is always vulnerable, even with a masterpiece robe and full superior armor and 6 hoods and several cloaks and an iron helmet no less; there is no protection for my throat. If it's hit by *anything* I'm dead, even if it's something I could otherwise have literally killed with my bare hands.

6
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: December 17, 2017, 08:44:35 pm »
Getting hit in the throat.

Actually - that's all of my deaths.

Really hope Toady fixes that one day.

7
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 24, 2016, 12:14:59 am »
That awkward moment when you have the strongest demigod human ever known, but you can't actually kill entire fortresses of people because a daily intake of 100,000 calories means I lose consciousness ( Or at least my ability to stand ) every time I fight more than four people. It gets to the point where I scramble across the floor, unable to be hit by about 10 trolls, but I'm all like.

"Hnnnghghhgnn, my heart!"

Or in other words; Endurance is worthless and what's wrong with my character's cardio?

8
DF Dwarf Mode Discussion / Re: Dumping is murdering my dwarves
« on: December 10, 2013, 02:02:16 am »
If the dumped stone later gets reclaimed to be used by workshops, it must be in a place that can be accessed safely (i.e. without late-comers dropping stone in there from above) or you've just built a marvellous dwarf-murder machine. Fortunately, garbage dumps do not need a hole. If you're only using dumping to stack a load of rocks into a single tile, that can be done perfectly safely if you assign a 1x1 tile of flat floor with no holes or ramps adjacent as dump. Dumping from above gets even worse when you don't have an open hole but rather a useable ramp, because dwarfs will often decide to walk down the ramp after dumping stuff, putting themselves in the way of future garbage.

Holes can be used to move dumped items several levels down, but that takes quite a bit of safety infrastructure to become viable. Otherwise, they are only of use in actual disposal scenarios, when you don't want to use the dumped stuff ever again.

And ^: that wouldn't have worked. Ice boulders don't melt to useable water, just to water "globs", a kind of contaminant that'll sit on the floor uselessly until someone comes around and cleans it up. You would have needed to find water somewhere in the vast underground, although it might have been possible to fabricate an ice cave-in (i don't know how these work, so when i have wounded dwarfs in the first winter, it's time for frantic exploratory digging).

Holy crap you're a genius, the hole time I thought you MUST have a channeled hole or some other thing for the dwarf to throw stuff into, it's been like two dwarven years and a whole crypt dedicated to people who got viciously murdered by flying {Steel Shortword}s and the whole time I didn't need a channeled hole at all.

9
DF Dwarf Mode Discussion / Re: Dumping is murdering my dwarves
« on: December 05, 2013, 12:33:09 am »
Dumping problem fixed, now unfortunately the farmer's wife has now started an epic tantrum spree in which she just murdered her child in cold blood by jamming its ribs through its lungs. Despite giving her her own personal bedroom, she promptly threw another tantrum and murdered the glassmaker that put a statue in her room, and is now offended by the smell of their rotting bodies.

All because one guy got a stone to the head.

10
DF Dwarf Mode Discussion / Re: Dumping is murdering my dwarves
« on: December 05, 2013, 12:09:59 am »
It's a channeled hole right next to a corridor near the workshops, giving the dwarves five places to stand in a L shaped fashion. This personally never happened to me before but this is a new design.

11
DF Dwarf Mode Discussion / Dumping is murdering my dwarves
« on: December 04, 2013, 11:54:28 pm »
So I started my new fortress after coming back from a year or so not playing, I get my fortress laid out, blah blah, etc etc. I set a garbage dump to a small hole in the corner of my fortress ( Like I always have since 40d ) and it was only when I checked combat reports that my farmer somehow had a {Limestone} hit him in the skull and jam his skull through his brain.

So I had no idea what the hell just happened, I put the dude in a box and assumed it was some sort of really weird glitch...Suddenly all my dwarves have injuries from loads of different rocks, and I was really confused by all this but then I realized: They're probably throwing the rocks into the dump, inadvertantly stoning one another in some hysterical dwarven retardation.

Is this intentional? And is there any way of storing stone and other junk without having to make a 1000x1000 stockpile or my dwarves playing dodgeball with boulders?

12
I remember axes being best for invaders, because they can knock off limbs, while spears are best for large opponents, due to being able to pierce organs better. Swords are 50/50 of those two. Hammers can't really kill on their own, but a shock squad of heavily armoured hammerdwarves can cripple the shit out of an army for your others to clean up. Maces are lesser versions of hammers, don't bother. Crossbows are pretty broken imo. I usually have a squad of speardwarves, one with axes and one with xbows.

Funnily enough. Hammer dwarves are completely and utterly worthless. I had a legendary armor using legendary shield legendary hammer using legendary wrestler fighter...You get the idea. Basically. I sent him after a goblin and he had like four pages of hits on the goblin. What killed the goblin? Suffocation. Next one he went to, normal sword goblin. Kicked his ass and killed him. He was so busy breaking every bone in his body ( Which for some reason doesn't quite effect creatures like it did pre 2010 ) and he got slashed eevveeer so sliightly on the leg and died.

13
DF Adventure Mode Discussion / Re: Flaming Kobold Marksmen Ninjas
« on: July 26, 2012, 11:42:42 am »
There's not a whole lot to the picture, dunno why it's not showing for you guys but it doesn't matter. ( The kobold wasn't even on the screen )

But here it is word for word;

                              "Furber luldus!"
The flying copper arrow strikes you in the head, tearing the muscle,
fracturing the skull and tearing the brain through the swan leather cap!
                     A Tendon in the skull has been torn!

     The Copper Arrow has lodged firmly in the wound!
                     You have been shot and killed.


Didn't even see the killer, one turn kill. But checking the legends the killer was called (Wait for it); Klobodojleedus Athrocot

14
DF Adventure Mode Discussion / Flaming Kobold Marksmen Ninjas
« on: July 26, 2012, 11:21:45 am »


Nope, not even superhuman agility, legendary agility and a kill list of a 100 or so bogeymen will save you from a catnap in the forest. One turn kill. noone messes with kobolds. Not even Chuck Norris.

15
DF Dwarf Mode Discussion / Re: Armour Skill V Dodging
« on: December 31, 2011, 07:45:04 am »
Huh, really? I never knew. I assumed it effected it because of other games like Elder Scrolls effecting defense with "Armour Skill" as much as that doesn't really make sense.

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