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Poll

Vampire Rework?

Make all vampiric effects only activate once the new vampire has sucked blood.
- 26 (29.5%)
Make any special abilities only activate once the new vampire has sucked blood.
- 25 (28.4%)
Make any physical changes only take place once the new vampire has sucked blood.
- 7 (8%)
Make the transformation skill only available after sucking blood.
- 11 (12.5%)
Keep everything the same.
- 19 (21.6%)

Total Members Voted: 86


Pages: 1 ... 23 24 [25]

Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 122721 times)

GM-X

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #360 on: July 09, 2014, 04:03:45 pm »

Oh wow, and here I thought this topic died a horrible tragic death.
Here are the answers to some qustions
- Thanks for the bugfix
- Yes those stats are intentional, reasons explained more below
- Yes that male/female thing is intentional, I was going to make the genders much more dimorphic but never got around to it
- Yes some Vampires get skill/att rust, this is a balancing factor in worldgen
- Complex tilesets aren't officially supported, you'd have to take that up with the tileset creator
- It's strange that the undead attacked the vampire, but you can always alt+move to force attack
- Regen cocoon will nearly starve you and you're asleep for a week
- Vanilla werecreatures are removed by FTN
- Finally: Of course you have permission to do whatever you want with this mod, I don't really believe in restricting access (since in the end I can't really anyway). I do ask that if you use it put my name in the credits somewhere or whatever if you're a decent person.
Also nice tiles.

Anyway the reason I haven't been posting is simple: An update was coming. A year ago...
I'm going to be making a sort of pseudo-sequel to this mod with similar design in mind but many improvements.
Mainly, since syndrome times will accurately be tracked through fast travel I can do a LOT more with cooldowns and other stuff, and the move/attack split means I won't have to give vampires like 15000% agility to make them godlike at parrying and dodging. I'm also going to make it purely an adventure mod, since the dual focus did negatively impact some adventure elements (mainly creatures had to be much harder because they needed to be able to handle squads).

Expect more monsters. Expect better balance. Expect more non-monster options. Expect lots of deaths, because I'm not going to make them go easy on adventurers either. I don't like instakill moves, but if everything works the way I plan there may be a lot of stuff that looks like that if you're unprepared.

Any 0.40+ mod you produce I'm interested in. FTN is literally scary. I'm going to update it best I possibly can, if you are not, and hope you will sharpen it up.
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Dark Ages IV: DF & Skyrim mods + Survival Sims 
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Bloax

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #361 on: July 09, 2014, 04:38:28 pm »

GM-X: Since you're puzzled over what name to pick for your mod, you should consider being so classy as to rip off Fear of the Dark.
Remind me to check it out once you get it ported over to DF2014.

And Xangi you should check your messages more often.
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oh_no

GM-X

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #362 on: September 09, 2014, 09:06:59 pm »

GM-X: Since you're puzzled over what name to pick for your mod, you should consider being so classy as to rip off Fear of the Dark.
Remind me to check it out once you get it ported over to DF2014.

And Xangi you should check your messages more often.

I finally named it! My mod is officially released as of today. It updates most of the the Fear of the Night content to 40_11 so jump on in ye brave of heart:

http://dfdarkage.com/index.html
« Last Edit: September 09, 2014, 09:09:53 pm by GM-X »
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Illogical_Blox

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #363 on: September 11, 2014, 02:55:04 pm »

Wait, this is for 34.11? On the mods/utilities thread, it says its for 40.11?
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Bloax

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #364 on: September 11, 2014, 03:38:13 pm »

I see you're recommending an SSD
Quote
SSD recommended for extensive world generation and surveying.
And I raise you a RAM drive.

Easy to set up and certainly very fast without requiring additional hardware, although they do require you to drop off your files onto a physical drive before restarting/shutting down if you want to keep them.

Now let's go see what this mod is about.

(by the way what is that background image a screenshot of, those clouds are some sick shit)
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oh_no

Rammok

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #365 on: September 11, 2014, 04:10:06 pm »

Wait, this is for 34.11? On the mods/utilities thread, it says its for 40.11?

Yeah no, Fear of the Night stuff is updated to 40_12 within Dark Ages.

I see you're recommending an SSD
Quote
SSD recommended for extensive world generation and surveying.
And I raise you a RAM drive.
Easy to set up and certainly very fast without requiring additional hardware, although they do require you to drop off your files onto a physical drive before restarting/shutting down if you want to keep them.

Now let's go see what this mod is about.

(by the way what is that background image a screenshot of, those clouds are some sick shit)

Thank you. A RAM drive sounds very nice. I've actually been testing on a Virtual Machine, which I can't bring myself to recommend, but it does run DF extremely fast. Your option is better.

Illogical_Blox

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #366 on: September 11, 2014, 05:38:00 pm »

Oooh... dear. I've been running it on 40.11...  ::)
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Brother: "SOFT HANDS!"

Rammok

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #367 on: September 11, 2014, 05:50:22 pm »

Oooh... dear. I've been running it on 40.11...  ::)

Just updated to R1_40_12 at 3:30am last night.  ;)

Ferndog

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #368 on: October 28, 2014, 01:40:49 am »

Interestingly, after messing about with the raws (deleting infernomancers), I genned a new world, adventured to a tower to find zombies gouging out the eyes of a toad. After managing to get past the notably small population of said zombies, I read a book entitled "The Toad" and found myself being turned into a toad and getting my throat ripped apart. Bug or Easter egg?
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Bloax

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #369 on: October 28, 2014, 03:12:22 am »

Well everything works just fine in the unedited mod, so the book probably tried to turn you into an undefined infernomancer and thus instead made you a toad.
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oh_no

Ferndog

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #370 on: October 28, 2014, 03:48:09 pm »

Yeah I didn't realise that I had to delete the interaction .txt to get rid of infernomancers. (been playing dwarf fortress for ages, only started modding last week)

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Xantalos

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #371 on: October 28, 2014, 08:45:58 pm »

Interestingly, after messing about with the raws (deleting infernomancers), I genned a new world, adventured to a tower to find zombies gouging out the eyes of a toad. After managing to get past the notably small population of said zombies, I read a book entitled "The Toad" and found myself being turned into a toad and getting my throat ripped apart. Bug or Easter egg?
Toady blessed thee with toadfish form.
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Asin

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Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« Reply #372 on: June 04, 2017, 09:07:08 pm »

My apologies for necroing this post, but could someone update this to 43.05?
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