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Author Topic: Update 1.16 - FOUR-HUNDRED NEW CREATURES!  (Read 13084 times)

Meph

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Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« on: September 24, 2016, 09:49:47 am »



::: Current version: V.1.16 - Updated 24th September 2016 - For DF.43.03 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
::: Changelogs: V1.01 ::: V1.02 ::: V1.03 ::: V1.04 ::: V1.05 ::: V1.06 ::: V1.07 ::: V1.08 ::: 1.09 ::: 1.10 ::: 1.11 ::: 1.12 ::: 1.13 :::


::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::


::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::


Hey guys, new update is out. :) V.1.16 with a huge creature pack, all updated from the old masterwork mod. I took the most interesting of the creatures and made them all shiny and new and compatible with 43.03. Took a bit longer than expected, thats why the update is one day late.

Changelog:
- Fixed graphics packs (sorry, broke Ascii-based packs last update).
- Female boulder crabs give FLUX eggs now.
- Naga Eggs are no longer insanely valueable.
- Animal Men no longer have MEANDERER tags, which made them slow.
- Added 431 new creatures.

The creatures are:
- 27 megabeasts
- 25 vermin
- 50 animals
- 30 flying animals
- 121 monsters
- 81 cavern monsters
- 14 domestic pets
- 8 hfs/demons
- 25 fish
- 4 vampires
- 9 werebeasts
- 37 fanciful creatures (dont exist, but appear in book, songs, legends)

You now have anything from Bone Colossi, Balrogs and Firebirds raiding your fort; Master Vampires with special abilities; Werebeasts that are near-immune to damage except a certain metal (check their description); uber-powerful demons from the HFS; but also more interesting monsters and fable/myth creatures to look out for both on the surface and the caverns, like animated armors, beholder, mummies, fire maiden or giant blade spiders... or animals to hunt like the maned wolf, the serval or okapi, prairie dogs or muskrats...

If you are unlucky you run into a Lich, a facehugger plants eggs inside your dwarves, or you are hunted by a pack of driders... on the other hand; you can hunt down cave-blobs to get to their gem-hearts, which is much easier than doing that to a diamond golem. ;)

Bald eagles
share the sky with gargoyles and ghoul raven, and on glaciers you might spot some elusive flying reindeer. :D

Your war-beasts can be bolstered with dragon raptor; hunting hawks and boozebelly goats. Or you just set up some scarecrows to spot ambushes.

Anyway, lots of FUN!

Here a small example:
Spoiler (click to show/hide)

And in case you are wondering: All creatures have graphics, they come with sprites included. :)

Of course they are all optional, you can add/remove them in the UI, grouped here:
Spoiler (click to show/hide)

Community feedback: Please post your suggestions and requests here. There is also a weekly poll going on. :)

Patreon: No new patrons this week; number remains at 49 supporters.

Cheers,
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 :::

Undeadlord

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #1 on: September 24, 2016, 10:16:24 am »

Loved the scarecorws, glad they are back!

Looking forward to all the new creatures, thanks for the hard work!
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urmane

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #2 on: September 24, 2016, 10:37:28 am »

Ditto on the scarecrow!
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Meph

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #3 on: September 24, 2016, 10:53:28 am »

Its only the base creatures atm, you can buy it at embark for 8 points...

But sounds like I should make a new reaction to create your own. :)
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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 :::

nuker22110

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #4 on: September 24, 2016, 11:32:49 am »

The latest version of masterwork still does not seem to fix spacefox. These pictures will show what the difference. Perhaps someone could guide me as to how to replace the tileset with the one from LNP? thanks

LNP spacefox


Masterwork spacefox
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Undeadlord

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #5 on: September 24, 2016, 11:36:52 am »

Its only the base creatures atm, you can buy it at embark for 8 points...

But sounds like I should make a new reaction to create your own. :)

I mean you have a Thatcher building right? Seems like he should go in there! If not Scarecrows I lose alot of Shaggy Badgerdogs to ambushes :)
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chaosfiend

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #6 on: September 24, 2016, 11:47:51 am »

In the latest versions, do all the races have the ability to use that Clay/Sand/Silt reaction you implemented a few updates back?
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Meph

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #7 on: September 24, 2016, 11:54:29 am »

nuker22110, you are right. Damn, that override must have happened not one, but two versions ago. :/ I restored from 1.14, but that must have happened earlier. Still, its an easy fix; I'm uploading the fixed version right now.

Quote
In the latest versions, do all the races have the ability to use that Clay/Sand/Silt reaction you implemented a few updates back?
Dwarves and Kobolds have it... Humans already have a lot of surface-block-construction help, and Orcs/Succubi are Smakes/Boltguns domain. They must know if they want to use it.

EDIT: BTW; the new version is up, with fixed graphics.
« Last Edit: September 24, 2016, 04:20:20 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 :::

nuker22110

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #8 on: September 24, 2016, 09:29:33 pm »

thanks for the fix. dfhack is throwing off some errors. im not sure if its pertinent, but i thought id bring it to your attention anyways.



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Meph

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #9 on: September 25, 2016, 04:02:32 am »

They are harmless.
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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 :::

Mortiss

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #10 on: September 25, 2016, 11:43:29 am »

Its only the base creatures atm, you can buy it at embark for 8 points...

But sounds like I should make a new reaction to create your own. :)

Very much yes please - scarecrows were so useful back in old Masterwork :D
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Dirst

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #11 on: September 25, 2016, 01:53:51 pm »

They are harmless.
The final status report from TESB is correct (the ones near the end with "base probability"), but the lines above it don't look right.  I'll have to see what's going on there.  Hopefully it's a purely cosmetic issue with an easy fix.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

vonsch

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #12 on: September 25, 2016, 03:13:56 pm »

Darn, current fort going so well, but I want all those critters!  :o
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Putnam

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #13 on: September 25, 2016, 08:33:47 pm »

They are harmless.

All but the first one are some reaction-trigger failing to register (meaning some reaction somewhere isn't going to work as intended) and the first one is roses-init failing, meaning anything that relies on roses scripts will fail.

Dozebôm Lolumzalìs

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Re: Update 1.16 - FOUR-HUNDRED NEW CREATURES!
« Reply #14 on: September 25, 2016, 08:47:46 pm »

"If it doesn't crash, it's fine" :P
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