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DF Adventure Mode Discussion / Re: OHGODOHGOD DO I TAKE IT OUT OR LEAVE IT IN?!?!??!?!??!?!
« on: February 17, 2012, 08:43:47 pm »
Leave it in until you want to fire or sell it. It won't hurt you either way.
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Posting to watch!Posting to watch!
Do too.x2Posting to watch!
Do too.
Now, I'm not saying there's anything wrong with posting to watch, but I wanted to make sure you guys know about this so you have the option.
The 0.2 is up. I've added the madness spell, the polymorph is now called "eagleform" and it's now a potion effect. Also there's now a speed potion.How about a potion that you brew from dragon brains, that gives you scales and wings and makes you immune to fire and makes you bigger (maybe not dragon-sized) and so forth to make you draconikier? And stuff like that. Or roc feathers being made into an amulet that can summon a cloud that lets whoever is engulfed in it fly for a while...or a hydra blood potion to make you heal faster...or a minotaur horn potion which makes you stronger and makes you grow horns...or a cyclops eyejuice (preserve reagent?) potion that makes you only have one eye for a while...or, or, or.
I'm still playing around enjoying the new elements of the game. I also need some time to tweak and build a new crafting system for scratch. So expect a lot of small updates with tweaking and changes frequently.
I also consider potions with effects mostly for flavor, like immortality potions (you don't have to worry about aging in adventure modewhich require rare reagents like dragon skulls, and also I will add vampirism and werewolf cure (both for adventure and fortress modes).
You could turn them into a creature which has the syndrome blood.Wouldn't they then not be dwarves/horses/cats/elves/etc?
How is it a plus? I'm all for constant reanimation, but there should be SOME break time to take preventative measure, from an interesting gameplay perspective if nothing else. Not 5 seconds later - how is it fun, or even !FUN!, to just lose as soon as you start no matter what? How can you possibly get a fort going on an evil biome with the way it is currently set up? Like I posted elsewhere, I'm not a super pro at this game, but I tried about 12 different embarks on a variety of terrifying and haunted embarks that all failed miserably within, at most, 15 minutes (many obviously much shorter than that) without even being able to get a hole dug to stuff my dwarfs in in any single one of them.
Also, everything that dies turning immortal just doesn't make sense, and given how much death there is in DF, is clearly not sustainable for any kind of decent FPS.
Maybe the zombification on death shouldn't be 100%...
I just don't really feel that this is an improvement to the DF2010 evil biomes. They just might as well not be there any more, for me. Really hoping it gets toned down, or can at least be modded.
It was not really a city rewrite, most of the building blocks were already in place. Toady spent just some few days coding the framework of cities (he spent a lot more tweaking it though)Yeah, he just spent some time tweaking the markets, wait those didn't exist yet. Oh, what about the sewers and dungeons, wait those didn't either. Nor did the castle's treasure rooms, towns' walls, bridges in towns, zoomed-in travel map...etc.
I got my toads to shoot 15 rocks out at once, dragonbreath range. It can be devastating, shredding people when it flies, problem being it doesn't hit prone things. However it shreds them and sometimes just one-shots them. Masses of toads firing is awesome to see, just loose rocks everywhere and practical walls of stone flying everywhere.That is AWESOME! Mind posting the raws so we can do it too?
Also when you think about it... Why is a vampire even taking not only so many trophies but why trophies at all?All(most all?) sentients who kill other sentients make trophies out of the hard parts of their bodies. Toady seemsnot to have changed that. Therefore, since vampires kill hundreds of people in order to not starve, they have enough cheap crafts to buy a couple caravans. They also seem to eventually get some skill; I took a dwarf hair amulet (I imagined it was a shaped dwarf beard) which was superior quality. A few more centuries and he might have had some masterwork human nail toe rings or something...
i found a vampire on accident when i saw a random farmer blinking blue like he was famous or something, so i talked to him and getting suspicious of his past, asked if he was a vampire... surprise!!!Well, I wasn't looking for vampires. I was actually looking for stores, because I hadn't realized I was in a hamlet. I saw this blinking brown r, wondered why the rabbit was in a house and blinking, and saw it was a reptile man tanner with a large number of human (material) crafts. I chatted, accused, and tried to kill the vampire. (A random miner got credited with the kill, then said he wasn't worthy to travel with me.) So, yeah, it should be a bit harder to notice.
Although, it seems like all of us found the vampires by accident, and getting a quest to kill one points you to the city where the vampire is.... so its not like you can just unmask vampires all over, or that its completely obvious, you still have to search for them. I just don't want to have to do a full investigation just to find a vampire.