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Masterwork DF / Re: Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 01:55:34 pm »Conversions won't work in adventure mode. They are a complex transformation that requires a second trigger at the end of a year and will wear off if the trigger isn't used, so fort mode only.Cool, thanks! So, if I create an Ancient Carp, will it be my companion or simply a wildlife creature? I think the conversion didn't work for me because I had smashed the dwarf's body to kill him, and I had tried to raise a Putrid Blendec corpse which was actually a chunk of tetrahedrite.
You should be able to build an army of zombie crabs and octupuses though. Not sure why it only worked once. Try using it on either whole corpses (with intact, not-smashed upper bodies) or body parts.
"Awakening the fish" gives fish NOBREATHE, allowing them to crawl around on land. They probably won't do it without a good reason, unless they are an Ancient Carp in fort mode (which has building destroyer tags, so it will path into your fort if there's a cultleader around). "Enrage the fish" makes them opposed to life as well.
You should be able to transform a sapient corpse into an Ancient Carp (which will eventually become a Deep One) if you're in the water, provided it doesn't have the NOT_LIVING tag (so killed zombies won't work). Its upper body must also be intact.
