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Author Topic: Being Husked Ends the Game *Spoilers*  (Read 6967 times)

Neonivek

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Re: Being Husked Ends the Game *Spoilers*
« Reply #30 on: December 30, 2012, 11:52:30 pm »

Keep in mind that, if i recall correctly, Adventurers are "possessed by forces unknown" when they start out, implying you, Armok, are possessing them partially or completely. Ergo, even if being Husked were to remove sapience, which it doesn't, you are still in control of its mind and can order it to do just about anything.

You are not the Adventurer, you only control it.

I always considered that to be a reference to the Adventurer's wonderlust and talent and how they tend to far outstrip other members of their society.

In the same way that you could say that a painter is possessed.
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GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #31 on: December 31, 2012, 12:17:10 am »

Possible, but there's no evidence either way. Therefore, the more sensible answer is to see if taking it literally can make sense.

It can, especially as NPC adventurers don't seem to have that tag.
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IcyTea31

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Re: Being Husked Ends the Game *Spoilers*
« Reply #32 on: January 03, 2013, 04:03:09 am »

Fun Fact: In Slaves to Armok I, You are Armok. (The plot is basically: You are Armok. You are bored.) Since that is the prequel to Dwarf Fortress, the player probably is still him.
That would mean that, in fortress mode, because you are not directly controlling the dwarves, they stop listening to you after husked; the cloud is in control now.
In adventurer mode, the cloud gets in control, but being created by Armok/The Player, it is a part of him/you, letting him/you still control the character.
This leaves the mystery of why being husked in fortress mode loses your control over them, but not in adventurer mode.
The solution: Armok has a severe multipersonality disorder. The husked dwarves are controlled by A.I., because they don't have Armok's/your attention at the moment. In adventurer mode, you are giving one character your entire attention, letting you still control him/her.
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Helari

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Re: Being Husked Ends the Game *Spoilers*
« Reply #33 on: January 03, 2013, 01:53:43 pm »

It's in the sub title of the work.

Slaves to armok, god of blood.

Armok is the secret god of the dwarves and he's got the power to create or wipe out universes and control any creature loyal to him.
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Bloax

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Re: Being Husked Ends the Game *Spoilers*
« Reply #34 on: January 03, 2013, 03:36:51 pm »

Slaves to Armok: God of Blood II - Dwarf Fortress

Thus with a bit of guessing, in this context: Slaves to Armok = Dwarves

On a slightly different note;
Retired adventurers that end up in a player fortress really should have one deity that they worship, which would then be Armok, God of Blood.
You know, for easter egg reasons.
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oh_no

GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #35 on: January 04, 2013, 12:33:01 am »

Consider that Adventure Mode was, IIRC, in part inspired by the original Slaves to Armok, and folded into DF. Therefore, the Slaves to Armok title applies more twistingly to adventurers.
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Neonivek

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Re: Being Husked Ends the Game *Spoilers*
« Reply #36 on: January 04, 2013, 04:20:16 am »

Quote
This leaves the mystery of why being husked in fortress mode loses your control over them, but not in adventurer mode.
The solution: Armok has a severe multipersonality disorder. The husked dwarves are controlled by A.I., because they don't have Armok's/your attention at the moment. In adventurer mode, you are giving one character your entire attention, letting you still control him/her.

Or it just doesn't work that way and when Armok choses to take control of a fortress he only has power so long as what he is controlling is part of the fortress.

Though that would also apply to the adventurer since a Husk may be too far removed.
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GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #37 on: January 04, 2013, 12:43:04 pm »

Unless Armok isn't controlling the adventurer's mind, and instead is controlling its body (easier to do with one subject than with a dozen). This also explains why Armok has less control over dwarves than adventurers, and why dwarves are so stupid (their minds are addled by extended contact with Armok).
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Di

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Re: Being Husked Ends the Game *Spoilers*
« Reply #38 on: January 05, 2013, 04:13:39 pm »

Well, right now huskification pretty much ends previous life of an adventurer whomever his controlled by.
And I guess it's better to be left to player to decide whether he should abandon this one because people will never treat him as before or to play along imagining that character is one hell of determinator and no cloud could stop him from fulfilling his purpose.
The "give in starvation" option should be changed to something like "embrace your new nature" or in case of really persistant personality he should be able to retire in some lair.
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GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #39 on: January 05, 2013, 05:30:13 pm »

Agreed.

Retiring to lairs and such should be possible in general, actually, once you've become anathema to a nearby entity somehow.
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Miko19

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Re: Being Husked Ends the Game *Spoilers*
« Reply #40 on: January 05, 2013, 05:38:06 pm »

In Fortress mode, you (Armok) exert control over the dwarves as a deity, or a leader of sorts - you don't control them directly, but indirectly, by giving them orders. Hence, if their link to dwarven society somehow "breaks", they no longer give a single fuck about obeying what the dwarves do, thus putting them out of your sphere of influence.

In Adventure mode, you take control over a single adventurer's mind and body, and whatever he does is dependant on your will, because you are the one moving him, like a puppet. The only way to kill him, then, is to cut off the strings, aka DECAPITAYSHUN. In truth, ALL deaths in Adventure mode are due to brain damage. Adventurer dies of blood loss - his brain "suffocated". You have your head chopped off - your brain suffocates due lack of blood. You get encased in ice - your brain gets damaged up to a point of no use.

In short: Fort Mode - You control the dwarves as a leader. Adventure Mode - You control the adventurer as him being your direct manifestation.

And if that doesn't convince y'all, I'll just say:
!!MAGMA!!!!SCIENCE!! IS THE ANSWER
« Last Edit: January 05, 2013, 05:41:23 pm by Miko19 »
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Bloax

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Re: Being Husked Ends the Game *Spoilers*
« Reply #41 on: January 05, 2013, 05:43:09 pm »

Quick, someone mix up a playable Giant Sponge race!
That'll teach him!
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oh_no

GreatWyrmGold

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Re: Being Husked Ends the Game *Spoilers*
« Reply #42 on: January 05, 2013, 06:01:50 pm »

That would be dull. Every adventure would have you unable to move and airdrowning.
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Miko19

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Re: Being Husked Ends the Game *Spoilers*
« Reply #43 on: January 05, 2013, 06:05:45 pm »

That would be dull. Every adventure would have you unable to move and airdrowning.
Damn, you just soaked up all the fun from that idea.
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Paramatter

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Re: Being Husked Ends the Game *Spoilers*
« Reply #44 on: January 05, 2013, 10:22:24 pm »

In Fortress mode, you (Armok) exert control over the dwarves as a deity, or a leader of sorts - you don't control them directly, but indirectly, by giving them orders. Hence, if their link to dwarven society somehow "breaks", they no longer give a single fuck about obeying what the dwarves do, thus putting them out of your sphere of influence.
I think it would be more accurate to say that it puts them out of Armok's sphere of interest than influence; chaos and conflict are what Armok craves in the worlds (see epithet "God of Blood," also pretty sure Toady has explicitly said as much somewhere before), so when manipulating societies the control is significantly less absolute than when manipulating a single being to help facilitate as such.

That would be dull. Every adventure would have you unable to move and airdrowning.
Damn, you just soaked up all the fun from that idea.
That joke was in porous taste.
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