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Author Topic: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]  (Read 254959 times)

GM-X

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Toady One: 01/01/2020 So yes, we're planning for a release this month! Notably, we are pushing things up a bit so that I can get started on the graphical version and get the artists squared away, the artists who have been very patiently waiting for me for about a year now! Then we'll be working with them on an ongoing basis and get the Steam/itch release done. This leaves a few questions regarding the villain release: what about any serious issues that arise, and which features have been delayed in order to get the release up?

For bug-fixing and stabilization, we're going to do some initial work after the villain release happens - there are plenty of serious issues on the tracker, the villain release will doubtless have issues, and we can afford to do some of them now -- we'd like the new version to be playable and the Steam/itch version will need those bugs fixed anyway. However, we also need to get the graphical code rolling so the artists can work more easily, and this needs to happen soon. Therefore the plan is to spend some time with the worst bugs at first, and then, as the Steam work progresses, we'll do additional stabilization releases on the existing branch as well. It's hard to say what the frequency of these fixer-upper releases will be before starting in on the graphical work, but the goal is not to sit on anything nasty like the old weapon trap crash or the existing military equipment/raid crash for extended periods of time anymore. This also includes the stress issues that we've been collecting over at the stress thread, and other related issues like socialization problems - they need to be fixed for the Steam/itch release, and it would be nice to fix them sooner. But the Steam/itch work must begin.

This is what I was waiting to hear about. As soon as the villains release is available - I can start development on DA:IV! -There is a desire to move as quickly as possible on a stable Steam/Itch release which will be a more enjoyable mod experience.

DA:III is already filled to the maximum with villains. Many do surprising things in history. A hags house was reported to have dozens of kidnapped human children growing up in it over generations. Depending how villains work in the raws, it could be an easy process to overhaul.

Stability during world generation will take a lot of ironing out and no date yet on the Steam workshop. But, when the dust settles - it is going to be extra terrifying.
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GM-X

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Re: Dark Ages III: War & Mythos [Survival Horror] [v38d] [44.12] [Newb Pack]
« Reply #1126 on: January 15, 2020, 05:48:42 am »

Quote
Toady One: 01/13/2020 - Most notable bit that slipped in is skill demonstrations in craft guildhalls, which work just like the military ones, but impart one of the skills which falls under the umbrella of the guild to any attending member, and which also satisfies some needs. But mostly just fixing uninteresting problems (why is this temple 100x more valuable than it should be? where is my pet alpaca? why was this army created two hundred times in a year? etc.)

Armies being created 200-times a year would crash DA:IV, which has many more civilizations producing armies. Hopefully Toady One catches all these! -Guildhalls imparting skill is exciting.
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Fi

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Re: Dark Ages III: War & Mythos [Survival Horror] [v38d] [44.12] [Newb Pack]
« Reply #1127 on: January 16, 2020, 06:39:24 pm »

Vettlingr has not shown any interest in responding to the question asking for his permission—both in his thread and through private messaging three months later, so you may have to ask him yourself for permission to turn his Vettlingr tileset into a Vettlingr_DA tileset that is compatible with Dark Ages.

Thanks again for showing interest in doing so, and even if you cannot get his permission, I will most likely use one of the other compatible tilesets you have available for Dark Ages.  :)



(E: 1/21/2020 - 9:55 PM CST)

Wonderful news! Vettlingr did reply yesterday to strongly grant you his permission to make his tileset compatible with Dark Ages: War & Mythos. ❦

I will sent you a screenshot of the message via PM for certainty.

(E: Forgot to strikeout the previous text.)
« Last Edit: February 07, 2020, 10:07:54 pm by Fi »
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GM-X

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Dark Ages IV: War & Mythos [Survival Horror] [v39] [47.04] Wanderlust
« Reply #1128 on: March 07, 2020, 07:20:11 pm »



---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB)

Release Notes:
  • 100% Vanilla content included
  • Stable medium & large advanced worlds
  • Hyper-active History
  • Towers in mass
  • Hags now reproduce
  • Hags joined forces with Gnolls
  • Serpentnakashim have fallen
  • Dark Stranglers have fallen
  • Dark Elf civilizations have risen
  • DAIV: adds 2MB of raw content to Vanilla for a total of 5.3MB

« Last Edit: March 08, 2020, 02:33:52 am by GM-X »
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tpssurvivor

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IrfanxHafiz

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Re: Dark Ages IV: War & Mythos [Survival Horror] [v39] [47.04] Wanderlust
« Reply #1130 on: March 08, 2020, 12:14:49 am »

Oh man used to not be able to create world with large amount of civilizations but now it is possible to create one! Thanks for the update!
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GM-X

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Dark Ages IV: War & Mythos [47.04] [v39a] [64-bit] has been released!

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB)

Release Notes:
  • Iron Dwarves have arisen
  • Dark Ages Dragons can now climb
  • Most Armor can now be refit in Adventure Mode
  • Vampire Bats are now extinct
  • Ancestral spirits no longer live underground
  • Great Bats are now extinct

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dewy60

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Question: Would Zombies ate my dwarves be compatable with the latest version of the dark ages pack?
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GM-X

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Question: Would Zombies ate my dwarves be compatable with the latest version of the dark ages pack?
Hi Dewy60, I'm not able to test mods not included with DA:IV. Generally, mixing minor mods is okay. More complicated stuff will lead to many world gen crashes.



Dark Ages IV: War & Mythos [47.04] [v39b] has been released.

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB)

[3-15-20] [v39b] GM-X: Fixes a few items and reintroduces heroic civilizations. v39b generates even more historic events. While 333-year old worlds are doable, they may push the limits of Legend Viewer if exported.   

  • Paladins, Druid Dwarves, and Clerics have joined forces
  • Vampire Hydra have arisen
  • Iron Dwarf pets should correctly appear now
  • Fixed refit duplicate error in Adventure Mode
  • 333-Year Old Pre-Gen World Parameters included

« Last Edit: March 15, 2020, 05:29:30 am by GM-X »
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GM-X

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Dark Ages IV: War & Mythos [47.04] [v39c] has been released.

[3-16-20] [v39c] GM-X: Reintroduces all reactions and buildings for Dwarves. v39c adds Dirt and Gloom vampire strains which like most strains, are rare. So far I've added new weapons slowly but I'm happy with the new editions which round out combat styles a bit.   

  • Dwarves and Legendary Dwarves now fully support Dark Ages reactions and buildings
  • Legendary Dwarves now correctly produce altars
  • [3] New weapons added which can be crafted in Fort Mode: Thora Spear, Casula Mace, & Xhylon Crossbow
  • [2] New vampire strains have arisen: Dirt and Gloom
  • Pre-Gen Advanced World Parameters included

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB)

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Fi

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Woo! I have been eagerly waiting quite awhile for an update to Dark Ages since it is a bit bland to play Dwarf Fortress without all of those foreboding mysteries and magic in the worlds we can create. ❦

Thank you for providing us with this wonderful content; however, I am puzzled about one thing... The previous version came with a Starter Pack for it, but this one—v47.04—did not come with the same files.

Are we supposed to use the previous Starter Pack that came with v44.12, or is this merely a beta version that is not yet ready for a Starter Pack with just Ironhand and Wanderlust being the only available options for now?
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GM-X

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Woo! I have been eagerly waiting quite awhile for an update to Dark Ages since it is a bit bland to play Dwarf Fortress without all of those foreboding mysteries and magic in the worlds we can create. ❦

Thank you for providing us with this wonderful content; however, I am puzzled about one thing... The previous version came with a Starter Pack for it, but this one—v47.04—did not come with the same files.

Are we supposed to use the previous Starter Pack that came with v44.12, or is this merely a beta version that is not yet ready for a Starter Pack with just Ironhand and Wanderlust being the only available options for now?

Hi Fi, I typical don't release the Starter Pack until vanilla DF is very stable. Toady One has shifted focus to Steam / tile support now. [47.04] maybe a short lived build that isn't getting many bug fixes. If for some reason there is a long delay before the Steam release, then I will go ahead and add the newest Starter Pack.
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Minstrel

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Quick question: are Legendary Dwarves unable to make paper and books? Those options are red in the Labor menu. Is there a way to change that?

GM-X

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Quick question: are Legendary Dwarves unable to make paper and books? Those options are red in the Labor menu. Is there a way to change that?

Hi Minstrel, they should be able to produce books. I looked at the [v39c] raws, and I'm not finding any reason they shouldn't be able to.
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CrashyMcGee

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Why are Dragon Men bloodsuckers? Thier venom also burns people alive and isn't inserted when they bite, only when they spit. Alongside this they can transform others into dragons. Sorry if it sounds negative, I'm just confused.
« Last Edit: April 11, 2020, 10:42:02 pm by CrashyMcGee »
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