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Poll

What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 114956 times)

Putnam

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #90 on: January 15, 2015, 03:16:50 pm »

This will not take another 2 years.

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #91 on: January 15, 2015, 05:09:56 pm »

This will not take another 2 years.
That's why there was a smily behind in. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #92 on: January 26, 2015, 07:21:21 pm »

Next update will have 40.24 with following changes (Toadys last bugfix update):


Major bug fixes
   (*) Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
   (*) Stopped active blocks/parries from rarely freezing adv mode
   (*) Stopped certain situations where you could be stuck in the air above certain tiles
   (*) Fixed a few problems with necromancers attacking (and generally being killed by) their zombies
   (*) Stopped crash from moving/centering squad menu going out of bounds
   (*) Fixed crash involving squads and minimap
   (*) Fixed unretire crash that generally triggered when caravan arrived
   (*) Stopped dwarf from stressing out over the same wound forever
   (*) Stopped certain inaccessible jobs from blocking lower priority ones

Other bug fixes/tweaks
   (*) Allowed embarks with x/y dim 1
   (*) Made removal of trees check building/bridge/machine stability
   (*) Stopped worker chaining to next construction job from choosing suspended one
   (*) Tentatively fixed text mode error on OSX (lethosor)
   (*) Tentatively fixed broken sound on some linuxes (Baughn)
   (*) Fixed problem with water disappearing when it crosses the z=0 boundary
   (*) Made certain old civilian weapon assignments clear over time
   (*) Made t/q building selector respect stockpile shapes when looking for closest one
   (*) Fixed error with underground pops in small forts not appearing
   (*) Stopped mood jobs from going outside of burrows
   (*) Capped various combat skill gains per action (Urist Da Vinci)
   (*) Stopped "fighting" skill from increasing from trap/projectile attacks
   (*) Stopped random creature proboscis from sometimes messing up poison attacks
   (*) Fixed key display issue in bindings screen (lethosor)
   (*) Fixed problem with display of kill order status
   (*) Made geld indicator appear for pets on animal screen properly
   (*) Fixed display problem with agreement conclusion dates
   (*) Added error logs for missing materials set to defaults, fixed various raws
   (*) Stopped announcement screen date from overrunning title depending on window size
   (*) Differentiated two pain readouts on health screen
   (*) Fixed a few empty announcement errors
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

se5a

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #93 on: January 28, 2015, 02:54:53 am »

Next update will have 40.24 with following changes (Toadys last bugfix update):
(snip)

can't wait!
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #94 on: January 29, 2015, 11:27:16 am »

I just updated, but it broke the standardized animal materials, because Toady changed how that works. The raws are still perfectly fine and would work with 40.23, but on 40.24 I get tons of error logs for the leathers. -.-
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #95 on: January 29, 2015, 12:15:44 pm »

The errors are literally the only difference, everything else works the same.

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #96 on: January 29, 2015, 02:27:23 pm »

Got it. Changed the body detail plans, works now.

Also updated to 40.24, with dfhack and all utilities working, a prototype of the GUI working, and Twbt and Rendermax running alongside each other. Fortress Defense is installed, and I'm working on more dwarven workshops, although I'm running into issues with dfhack atm.

Edit:
Added the Liaison's Office, which can call migrants and caravans of dwarves, elves, humans and gnomes. (gnomes not in the mod yet, but will come)

Added Javelin Shop, which makes steel javelin throwers, javelins, broadhead javelins and hammerhead javelins. 1 bar = 10 ammo. The buildings and the javelin throwers themselves require steel and steel mechanisms, so they are much more expensive than normal crossbows.
« Last Edit: January 29, 2015, 03:05:17 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Zeebie

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #97 on: January 29, 2015, 03:38:23 pm »

Outstanding!
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #98 on: January 29, 2015, 03:52:55 pm »

Fixed startdwarf, you can now again select your number of starting units.

Starting points don't work yet, at least not the script, but thats not that important, considering that there is the worldgen setting for that.

Added graphics for the new pets. (moleweasels, boulder crabs, etc)

Added Alchemist. Needs one orichalcum bar to be build (so its unlocked after you made at least 100 metal bars) and can make artifical gems and transmute metals, as well as make gold from lead.

Added Chemist. No reactions yet. Blackpowder etc seems pointless, if I cant use spawnunit to make landmines/turrets with it. Blackpowder weapons (muskets/pistols) will not be available to dwarves.
« Last Edit: January 29, 2015, 07:30:03 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

se5a

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #99 on: January 29, 2015, 11:17:32 pm »

are you releasing a V0.000004 soon? I'm holding out till you've got a 40.24 version posted.
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #100 on: January 30, 2015, 06:38:42 am »

Yes, this evening. I dont know if I can manage to do the tilesets for the GUI till then, so it might be that this will be missing. Otherwise it runs fine.

Boltgun also send me some succubus files, so they'll be put in too. :)

Edit: Added item graphics/overrides for all vanilla items.
« Last Edit: January 30, 2015, 11:09:13 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Jaso11111

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #101 on: January 30, 2015, 08:01:49 pm »

Oh man! Everything is awesome!

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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #102 on: January 31, 2015, 03:58:07 am »

So much for "this evening" ha. I'm heading out now, be online again tomorrow. Sorry guys, Belarus is waiting.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #103 on: January 31, 2015, 05:37:53 pm »

Got a very productive 10h busride behind me. Current changelog:

Quote
Added GUI.
Added 22 tilesets.
Added item graphics for all vanilla items. (Twbt)
New default tileset is Obsidian Soul.
Updated to 40.24.
Updated all utilities, dfhack, etc to 40.24.
Added Javeline Shop to Dwarves - Makes javelin throwers and javelin ammo. Costs steel bars/steel mechanisms.
Added Alchemist to Dwarves - Transmutes metals, makes artificial gems, makes gold from lead. Needs Orichalcum to be build.
Added Finishing Forge - Makes tin, copper and bronze bars and items without the need for fuel. Early forge for quick militia.
Added Liaison's Office - Calls migrants and caravans in exchange for gold coins.
Added timestream script (by IndigoFenix), you can now control game speed again.
Added startdwarf, you can now control embark group size again.
Added Succubi as playable race. (I don't know the changelog for them, ask Boltgun) ;)
Added Gnomes as playable race. (I don't know the changelog for them, ask IndigoFenix) ;)
Added sprites for new pets.
Added Fortress Defense. Disabled by default, will be added to GUI soon.
Added Tears/Blood of Armok, now renamed to Tears/Blood of the Mountain.
Tears are single-gems with aquifers. Can be used to spawn water. Rare.
Bloods are single-gems that are hot. Can be used to spawn magma. Rare.
Added collapsed bricks (veins), which might contain relics or treasure.
Added relics and treasure, single-gems used in Archeology. Rare.
Added fossils, single-gems used in Archeology. Less rare.

UNFINISHED:!!!!!!!! (fossils missing, treasures half done, relics done.)
Added Archeologist to Dwarves - Sifts through rocks, identifies fossils, relics or treasure and restores them.
Relic => A weapon or armor piece with good materials. (20 possible outcomes)
Treasure => A metal chest with bars, gems, coins or other valuables inside. (20 possible outcomes)
Fossil => An old object from a forgotten age. Rather random, can be good or bad. (20 possible outcomes)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Kazymir

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000003 - GRAPHICS!
« Reply #104 on: February 01, 2015, 03:45:15 am »

As soon as this is done, I'm on it like white on rice in a glass of milk on a paper plate in a snowstorm.
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We must not look at Goblin Men
We must not buy their fruits
Who knows upon what soil they've fed
Their hungry, thirsty roots?
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