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Author Topic: [0.43.05] The Fall : Release 8 - Just updated.  (Read 36974 times)

Aseaheru

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #90 on: May 22, 2015, 06:07:22 am »

Yes, but most rifle bayonets are removable, and thats why I asked if it was possible.
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Max™

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #91 on: May 22, 2015, 09:12:44 pm »

You could use a similar reaction and have it take the material from the bayonet to represent replacing it with a better material for stabbing.
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NukeACitrus

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #92 on: May 25, 2015, 06:59:20 am »

Hello guys!

I'm currently streaming this mod, doing a little first impression of it. Help me out here, the ghouls are out to get me! :D

http://www.twitch.tv/nukeacitrus
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Deon

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Re: [0.40.24] The Fall : Release 5 - Architecture update
« Reply #93 on: May 25, 2015, 02:29:13 pm »

Thanks for the stream, I am back from work. Gotta do some choirs at home and then I'll finalize the next release.
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Deon

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #94 on: May 25, 2015, 04:57:06 pm »

Release 6
weapon: added (new) spiked clubs to tribals, side sword -> broadsword, added short sword, more basic weapons accessible from start.
skill: "alchemy lab uses "alchemy" skill now for all recipes.
alchemical lab: you can extract powerful venoms from guts of scarabs, arachnids and scorpions (their guts + arsenic).
new building: coating vat (soap making skill to coat).
coating vat: you can coat weapons and ammo in venom extracted with the method above.
creature: added griffin semimegabeast, scarabs are now domestic creatures, breed and lay eggs; wagons are back, nopain/paralyzeimmune to megabeasts, titans are now more resistant to damage.
entities: 3 castes of raiders (goblins, nixes, barghests), crooked men and elven enclave now sell chemical elements.
inorganic: realgar is more common, realgar is a source of both sulfur and arsenic now, sandstone color change (now noticeable when designated for digging).
plants: new plant - stone root, can be eaten or brewed into rock stout.



I still decided to keep the research system away because it's supposed to limit available stuff until you dedicate a lot of resources to get it, and it might be not the best idea now that the mod just got new features because people would want to try and test it. So I will dedicate my time to update of good/evil areas first.
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Meph

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #95 on: May 26, 2015, 01:08:08 am »

Suggestions on the poison coating: It's a hard to specify exactly which item will be coated, for example if the dwarf takes an iron axe, the steel axe, the masterwork steel axe or the adamantine axe, so most players will probably use stockpile-links. This means there will be multiple coating vat buildings around, near the fitting stockpiles.

Maybe make a coating vat a 1-tile workshop like a quern or millstone, using only 1 simple build-mat (empty barrel? stone block?) so that players can build multiples of those, near every ammo-stockpile, weapon stockpile, etc.

The ammo reaction accepts 1 bolt, which means very often you'll have that 1 recovered bolt coated, wasting a lot of poison, because it could have been used for an entire 25 bolt stack. I'd make three/four reactions: Single bolt, Five bolts (wood), Five bolts (bone), stack of 25 bolts. In most cases player will want to coat the 25 metal bolts, in the early game probably the 5 bone bolts...
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Deon

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #96 on: May 26, 2015, 02:11:36 am »

I plan to separate alchemical lab in different 1-tile and 4-tile buildings (brewing cauldron, can be used for potions, brewing reactions and coating; alembic used for evaporation/extraction of elements; crucible used for transmutation of metals; sand/oil bath for different intermediate reactions etc). The suggestions are really useful, I will use them for the better control over reactions, thank you very much :).
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Meph

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #97 on: May 26, 2015, 02:50:11 am »

So... the Morrowind alchemy tools?  :)
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Deon

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #98 on: May 26, 2015, 05:06:08 am »

Morrowind alchemy tools were too portable to be realistic for what I need in my mod.
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Teneb

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #99 on: May 26, 2015, 04:55:39 pm »

Deon, on the Good/Evil update, do you plan on making use of custom wheater/clouds?
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Baffler

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #100 on: May 26, 2015, 11:03:40 pm »

PTW.
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mcolombe

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #101 on: May 29, 2015, 06:36:57 pm »

this mod will be so good when it has phoebus graphics. i can't wait.
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Aseaheru

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #102 on: May 29, 2015, 07:05:41 pm »

So until it has a texture pack consisting of sprites its a piece of crap?
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Demonbutter

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #103 on: June 04, 2015, 03:41:45 am »

Wow, man, did he offend you? Some people just can't handle the ASCII.
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mcolombe

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Re: [0.40.24] The Fall : Release 6 - Poison update
« Reply #104 on: June 09, 2015, 05:38:07 am »

technically i think Deon has done an awesome job as always, he is a master modder who is very good at what he does and i take my hat of to him. I did play dwarf fortress in ASCII for about two years. Yet now i do prefer having a texture pack like phoebus. that is all i was trying to say.
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