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Poll

Vampire Rework?

Make all vampiric effects only activate once the new vampire has sucked blood.
- 11 (34.4%)
Make any special abilities only activate once the new vampire has sucked blood.
- 10 (31.3%)
Make any physical changes only take place once the new vampire has sucked blood.
- 1 (3.1%)
Make the transformation skill only available after sucking blood.
- 5 (15.6%)
Keep everything the same.
- 5 (15.6%)

Total Members Voted: 32


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Author Topic: <<Fear The Night!>> v1.4.1 *Another New Poll!*  (Read 20422 times)

Zavvnao

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #330 on: May 16, 2013, 01:49:41 pm »

is there a changelog somewhere?
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Deinos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #331 on: May 16, 2013, 11:34:02 pm »

They can still kill each other even with the 1/1000th material force thing? Dang.

The reason I think the "attacks that are strong against own kind" thing would be useful isn't because they need to be more powerful but that their natural attacks should be useful compared to their manufactured attack, and that suddenly your victim could get a hundred times as large and twenty fives as strong because you attacked using your natural weapons instead of your masterwork weapon.
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Repseki

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #332 on: May 20, 2013, 07:36:54 am »

Is there anyway to determine the location of the elder vampires for adv mode, or is it more get lucky enough to stumble upon one and actually survive?
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #333 on: May 20, 2013, 04:46:51 pm »

Is there anyway to determine the location of the elder vampires for adv mode, or is it more get lucky enough to stumble upon one and actually survive?
You can check Legends, but it's mostly luck. There should be at least 1 per major city still alive though.
is there a changelog somewhere?
I really wish I'd made a formal one, but no. I'll start one once the new DF version is out.
They can still kill each other even with the 1/1000th material force thing? Dang.

The reason I think the "attacks that are strong against own kind" thing would be useful isn't because they need to be more powerful but that their natural attacks should be useful compared to their manufactured attack, and that suddenly your victim could get a hundred times as large and twenty fives as strong because you attacked using your natural weapons instead of your masterwork weapon.
Just use Shift+A if possible and don't bite. The attacker should still have the advantage in that situation though, assuming you play it smart.
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<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Vampires too weak for you? Werebeast lameness got you down? Necromancers just too easy? Well, this is the mod for you then! 7 types of Vampire, 3 types of Mummy, 9 types of Werebeast and 4 types of Necromancer are just waiting to rip your guts out! Tested and playable in both adventure mode and fortress mode! Also includes more megabeasts and semimegabeasts, and every feature is able to be removed and customized!
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