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Author Topic: Zelda Community Mod (Beta in the Wild?)  (Read 21095 times)

D_E

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Zelda Community Mod (Beta in the Wild?)
« on: March 04, 2017, 03:46:31 pm »

I've put the updated version of my branch of the Zelda Community mod on DFFD.  The mod was originally based on Knight Otu's Dwarves in a New World, and incorporates some stuff from Putnam's Earthward Pick branch of the mod, as well as minor bits of moddery from other modders.

Due to later request, the mod now lives on GitHub



Difficulty: Fairly low
Stability:
World Gen stability: Version 1 and later: Normal Wanting. World gen usually crashes after 100 years or less. All attempts to work out why have met with failure. To work around this, I suggest always using easy-to-input fixed seeds to generate worlds. That way, you can easily generate the same world twice, stopping world gen a few years before the crash occurs. Any help fixing this would be greatly appreciated!
Fortress Mode stability: Fairly stable. I think weapon traps (or traps in general?) are crash-prone, and it does suffer from rare crashes, which is why the included d_init file turns on autosave.  Note: The trap crashes were probably a sighting of 0009888: Wear-related crash when triggerring a weapon trap, which is fixed in the current version of Dwarf Fortress.  I got out of the habit of building weapon traps, though, so I don't know for sure.
Adventure Mode: Normal Cities are crash-prone. Make sure you save and reload before attempting to to stop traveling near a city, so you won't loose progress if the game crashes.  This seems to be due to some bug with how Dwarf Fortress lays out cities.  A given city either crashes when the game attempts to load it, or it doesn't. Toady seems to have fixed whatever the issue with cities was.  It's now been several versions since the last time I saw the city crash.

Features:

This mod plays basically like normal DF, with one big change: Since most tribes in LoZelda are surface-dwelling, only a few have easy access to digging tools.  The other tribes need to trade for digging implements from one of the digging-enabled ones.

Consequently, I suggest bringing a large store of metal ore with you on embark, so that you can make metal goods while until you can get caravan trade going.

Tribes:

Ocarina of Time Tribes
Hyrulean: This is the tribe I typically play as for fortress mode.  This is civ a mixed tribe of humans and hylians.  They have full metallurgy enabled, but only late-game digging.  They can be asked to bring ores for trade.  The Hyrulean civ is led by a King or Queen.

Hylian:  Hylians have 2x skill learn rates, don't forget skills or suffer from skill rust, above average strength, agility, and toughness, and have 8 ranks in Magic Nature (representing their connection to the Triforce and the holy land).  They can be asked to bring ores for trade.  The Hylian civ is somewhat Templar-themed: They focus on blunt weapons and are led by a Sage of Time

Human: Adventure-mode only.  These are DF-standard humans, including their factitious government.

Kokiri: Kokiri use metal weapons and grown-wood equipment.  They will bring exotic animals to trade, wafers of fairy steel, and will may also bring green magic potions.  As with DF-elves, they will get insulted if you try to offer them wood-products in trade.  Because their weapons and pets are better than that of DF-elves, though, it is probably worth it to humor them.  In combat, they are handicapped by their small size and lousy armor.  However, they tend to rise from the dead as stalfos, poes, and haunted trees.

Gorons:  Gorons are a digging enabled tribe (mole mits).  They also have full metallurgy, and can be asked to bring stones and ores in trade.  Some gorons are gigantic.  If a goron is described as incredibly broad or tall, it may be up to 10x larger than typical members of its species.  Gorons use the wrestling skill for their unarmed attacks, and attack using headbutts and body-slams.  Gorons have an energy-efficient rolling gait that they can use for transit.  In adventure mode, a PC goron can use the rolling gait to travel 5x faster than default (though they can't do this via fast-travel mode, you have to stay in regular mode).  Gorons can't swim, and will probably drown if they fall into water.

Zoras: Zoras can craft furniture and building blocks from various creature materials at the furniture workshop, though they won't bring them in trade.  In trade, they bring their most useful good is probably their Heavy Crossbows and improved bolts (long bolts and broad-tipped bolts). Zoras have 3 castes, normal zoras, delphin zoras (Mikau/Zora Link from Majora's Mask), and fancy zoras (Princess Ruto/Lulu). All zoras have decent natural attacks, which they use their Swimming skill for. Basic zoras use a bite attack, fighting zoras have bladed fins and a head-butt attack, and fancy zoras have poisonous spines in their fins, similar to those of the lion fish (the venom causes localized pain and swelling, systemic pain, nausea, and dizziness, and in high doses death by paralysis of the lungs). Zoras get a speed boost in water.

Sheikah: Sheikah are a digging enabled tribe (kusari-kuwa). Their weapons are weaker then average, but crucially are mostly multi-attack-enabled.  They can be asked to bring ores for trade.  Castes with good natural attacks will benefit the most from using sheikah weapons.  Sheikah ranged weapons mostly use small darts as ammunition, and so are not as effective as bows and crossbows.  In combat, shiekah use martial-arts moves based on the Melee combat skill, so any trained fighter will be able to make effective unarmed attacks as well.  Because of their high Ambusher skill, most sheikah civilians are hunters, and so armed with a ranged weapon.

Desert Gerudo:  Gerudo do not have access to the sawmill, but if they embark on a map with clay they can make sun-fired bricks without using consuming fuel.  They also have a building that allows them to produce charcoal at 4x efficiency.  They can be asked to bring ores for trade.  Gerudo generally have increased strength, agility, endurance, and toughness.  Gerudo also have a number of rare castes:

Ice Sorceresses: Immortal, coldproof, and able to periodically shoot globs of ice.

Ice Sorceresses: Immortal, fireproof, and able to periodically shoot globs of 'fire'.  I've found DF's actual fireballs and fire behavior to be SUPER annoying, so their globs of 'fire' aren't hot and don't catch anything on fire.

Gerudo kings:  Rare, immortal, fireproof male caste.  Able to periodically shoot globs of 'fire'.

Sister of the Ancient Cistern:  4-armed gerudo female.  Living version of the 4 armed stalmaster from the Ancient Cistern.

Sister of the Desert Sand:  A gerudo female with a snake tail in place of legs.  Nominally inspired by the Desert Colossus, in actual point of fact I mostly just wanted to make a Naga caste.  Has a side-winding gait that can be used to travel long distances at high speed.  Has a tail-slap attack capable of dealing serious damage and knocking opponents flying.

Other Tribes
Korokri:  Humanoid race intermediate between Ocarina kokiri and Wind Waker koroks.  In appearance, they look like Kokiri without fairies and with a layer of wood over their lower arms and legs.  In battle, they are able to make piercing and slashing attacks with their wood layers, but don't rise from the dead.

Yeti: Digging enabled tribe (mole mits). Large humanoid race.  Based on the Twilight Princess yetis. Assumes that the pretty extreme dimorphism between Yeto and Yeta is typical.

Males are several times the size of humans, and have large arms and fists and small legs, as well as broad tails that can be used to make fairly devastating tail-slap attacks.  Due to their large size, they can wield almost all weapons one-handed and without a speed penalty, including the large ball-and-chains and giant's knives.

Females are roughly human size (actually 10% larger on average), and lack arms.  Instead they have 9 "cryokinesis nodes" that they use to pick things up.  Because they have 9 "hands", they can wield a two-handed weapon and up to 7 shields (in theory they should also be able to wield multiple weapons, but I think the AI can't handle that and tries to wield all weapons in one hand :/.  They can also fire barrages of ice from their nodes (note: assumes the abilities Yeta demonstrated as Blizzeta are typical of female yetis, just empowered by the Mirror shard.  It's more fun that way).

Males and females have a high-speed, low energy "sliding" gate.

Yetis can be asked to bring ores for trade.

Feathered Zora: Digging enabled tribe (long-hafted pick).  Humanoid race intermediate between Ocarina zoras and Wind Waker Rito.  They also have 3 castes: feathered zora, beaked zora, and flying zora.  Feathered zora have large bird talons, with which they can make rather nasty natural attacks.  Beaked zora are squidlike in form.  They have 4 grasping tentacles and 4 stance tentacles, as well as a number of secondary tentacles, in addition to their namesake beaks.  Their tentacles are also lined with stinging cells that inject jellyfish (parella) venom (the venom causes localized pain and blisters, as well as systemic nausea and dizziness, with lethal paralysis occurring at high doses).  Flying zora can't actually fly (due to DF's bugged flier pathfinding).  Instead, they have a special "Burst of Speed" gait that they can use to quickly reach high speed for jumps.  They also have talons, beaked noses that can make peck attacks, and can bash foes with their wing-fins. 

They can be asked to bring ores for trade.

Sheikah Heretics: Baby-stealing tribe, therefore they will be hostile to most other tribes. Digging enabled tribe (Pick).  Similar to regular Sheikah, with the addition of Haunt castes that have no heads and floating arms.  They can be asked to bring ores for trade, if they are peaceful to you. (Note: this civilization originally represented "Shadow Temple" sheikah, hence the Bongo-lite haunt caste and crow-themed weaponry.  This tribe is currently being expanded to also incorporate features from the BotW Yiga clan)

Marsh Gerudo:  Marsh Gerudo are based on Majora's Mask's Gerudo Pirates.  They don't have either of the two 'sister' castes, but are otherwise identical to Desert Gerudo.  They can be asked to bring ores for trade.  They have some roughly pirate-themed weaponry.

Twili:  There are two Twili civs: A peaceful town-dwelling civ led by a king or queen, and a baby-snatching dark tower civ led by a demon.  Twili are semi-insubstantial in nature: their heads and hands are real, but the rest of their body is just a thin layer of skin over a non-existent core (which explains why Twilight Princess Twili only wear armor on their heads).  Consequently, they can be difficult to fight as their most vulnerable spots are harder to hit.  Twili come in two broad types, twili commoners and twili nobles.  The noble castes are more powerful, as they are larger and have a piece of magic armor that mutates their hair or one of their limbs.  In fortress mode, twili produce building materials for free at their Twilight Temples, which is important because they don't have axes and aren't digging enabled.

Zuna: Strange desert-dwelling humanoids that incorporate features of fish, lizards, and cacti (Their sprites in Four Swords Adventures are unclear, and rather than choose one of the common guesses I have combined them).

A very late caravan.  They have trident and Egyptian-themed weapons.

Enemies

Moblins: Moblins are quite similar to vanilla goblins.  They come in three main sizes: small bokoblins, regular moblins, and large great moblins.  There are several moblin civs, each led by a different demon lord.  They both snatch babies and steal items, so no other tribe is peaceful to them.

Ikana Undead: Includes stalkin, stalfos, great stalfos (King Igos-type stalfos), stalmasters (4 armed stalfos that can raise the dead to fight for them), titanic stalkin (Captain Keeta-type giant stalkin, also able to raise undead armies), redead, redead knights (redead that wear equipment and use weapons), and dead hands.

Their equipment is roughly Roman-themed, including gladius swords and pila spears.

Deku Scrubs: Item-theft+ambush tribe.  Use wooden weapons and armor and spit wooden projectiles.

Garo:  Item-theft+ambush tribe.  When they die, they burst into flames.

Wild Tribes
Underground "-fos" tribes: Underground civs, consisting of lizalfos, dinolfos, daira (alligator-people), and nejiron (exploding rock-people).  Better armed than vanilla animal people

Fokkeru: Underground civ of flightless bird people, that come in armored and unarmed forms.  Have special swords that shoot sword blades

Kunckle Knights: Underground civ of armored humanoids.  Have special swords that shoot sword blades, as well as large axes and swords.

River Zora: Scaled humanoids that spit rocks.  Some individuals are up to 30x normal size.  Have a rare caste with 8 tentacles instead of legs (Oren-type river zora).

Wolfos and White Wolfos: Wolf people.
« Last Edit: May 23, 2019, 09:26:07 am by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #1 on: March 04, 2017, 03:46:54 pm »

Items and Equipment

General note:  The "Blowgun" skill has been re-purposed as a general exotic weapon skill, principally covering blowguns and exotic thrown weapons.  Most tribes call warriors with this skill "Specialists".

Hyrulean
Weapons
Spoiler (click to show/hide)

Armor (note: available armor will vary from game to game)
Spoiler (click to show/hide)

Hylian
Weapons
Spoiler (click to show/hide)

Armor (note: available armor will vary from game to game)
Spoiler (click to show/hide)

Human Towns
Weapons
Spoiler (click to show/hide)

Armor (note: available armor will vary from game to game)
Spoiler (click to show/hide)

Kokiri/Korokri
Weapons (Note: will be made of copper or steel)
Spoiler (click to show/hide)

Armor (Note: Will be made of wood)
Spoiler (click to show/hide)

Goron
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Yeti
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Zora
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Feathered Zora
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Sheikah
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Sheikah Heretics
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Gerudo
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)

Marsh Gerudo
Weapons
Spoiler (click to show/hide)

Armor
Spoiler (click to show/hide)


« Last Edit: April 10, 2018, 05:43:10 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #2 on: March 04, 2017, 03:47:14 pm »

Secrets, Megabeasts, and Night Creatures

Secrets

Necromancers
These are the DF standard necromancers.

Maskmakers
Spoiler (click to show/hide)

Armorsmiths
Spoiler (click to show/hide)

Heros
Spoiler (click to show/hide)

Sorcerers
Spoiler (click to show/hide)

Sages
Spoiler (click to show/hide)

Megabeasts

Aquamentus

King/Queen Dodongo

Gleeok

Gohma

Helmasaur King/Queen

Manhandla

Great Moldorm

Mothula

Semimegabeast

Night Creatures

« Last Edit: March 05, 2017, 04:27:45 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #3 on: March 04, 2017, 03:47:38 pm »

Materials

Blue Material

Produced from cobaltite using magic.  Blue material has material properties equal to that of bronze, but is 1/100th the weight.  Additionally, blue material is produced as threads, so it can be used to make clothing if you are so inclined.  Items made from blue material are described as a "blue X", for example, "blue mail".  One boulder of cobaltite plus one magic vial produces 4 spools of blue thread.  Some civilizations (the yeti, zora, and zuna) can produce 2 spools of blue thread using a boulder of ice and a magic vial.

Red Material

Produced from cinnabar using magic.  Red material has material properties equal to that of steel, but is 1/100th the weight.  Additionally, red material is 2x sharper than steel (or other metals).  Red material is produced as threads, so it can be used to make clothing if you are so inclined.  Items made from red material are described as a "red X", for example "red mail".  One boulder of cinnabar plus one magic vase produces 4 spools of red thread (due to the use of a magic vase instead of a magic vial, red material is 10x more difficult to make than blue material).  Some civilizations (the goron, feathered zora, and zuna) can produce 2 spools of red thread using a boulder of obsidian and a magic vase.

Phantom Steel

Produced from crimsonine, aquanine, and azurine using magic.  Phantom steel has generally superior material properties, including 4.8x sharpness.  It is a bit more dense than regular steel.  Items made from phantom steel are described as a "phantom X", for example "phantom sword".  One bar each of crimsonine, aquanine, and azurine, plus one magic vase, produces one bar of phantom steel.

Holy Steel

Spoilers for vanilla DF:
Spoiler (click to show/hide)

Magic

Your citizens can learn magic spells by eating one of a few special foods.  The magic spells are mostly based on the magic in Zelda 2.  Which spell is learned is random, and only one spell can be learned at a time.  Spellcasting fades after one year, after which the citizen can repeat the process.

Romani Cheese

This super-expensive cheese is made from the milk of Romani cows, which are a rare caste of cow.  Any civ which has keeps cows will bring wheels of Romani cheese to trade with you.

Green Potion

Made from magic mushrooms, barrels of green potion are a much more cost-effective source of magic.  Magic mushrooms only grow in Savage biomes.  Kokiri caravans have the highest chance to bring this in trade.
« Last Edit: March 27, 2017, 02:24:56 am by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #4 on: March 04, 2017, 03:48:45 pm »

Reserved (4 is probably overkill)
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Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Asin

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #5 on: March 04, 2017, 05:04:50 pm »

Nice idea!

malistaticy

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #6 on: March 06, 2017, 02:38:40 am »

PTW

hope to see great things come of this mod
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Knight Otu

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #7 on: March 06, 2017, 04:46:32 pm »

I've put the updated version of my branch of the Zelda Community mod on DFFD.  The mod was originally based on Knight Otu's Dwarves in a New World, and incorporates some stuff from Deon's Earthward Pick branch of the mod, as well as minor bits of moddery from other modders.
You mean Putnam's Earthward Pick, I guess? At least I'm not aware that Deon had a hand in it or had a Zelda mod.

Obviously, I'll keep an eye on this thread.
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #8 on: March 06, 2017, 06:24:54 pm »

You mean Putnam's Earthward Pick, I guess? At least I'm not aware that Deon had a hand in it or had a Zelda mod.

Obviously, I'll keep an eye on this thread.

>_< Putnam, yes, thank you :).

PTW

hope to see great things come of this mod

I should note, this mod is not undergoing particularly rapid development (though I do exist in a more-or-less constant state of tinkering with things).  It is, however, an update of a mod from the far-distant past of 2010-2012, and I have been tinkering with it periodically in the intervening years, so there is a lot already here.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #9 on: March 09, 2017, 09:21:57 pm »

I put up a minor update

Quote
v .95 beta -> .9.03 beta:

Changed version numbering system.  This is labeled a 'beta' due to the crashing problem in worldgen.  Unless and until that gets fixed, this is going to stay below v 1.0.  However, there will probably be occasional updates until then, so I needed a better version numbering scheme.

Added Oren-type river zora caste.  Some river zoras will now be up to 30x taller than average.

Revised zora and feathered zora to have fish/bird/squid ears.

Fixed bug with fancy zora fins.

Added "unholy-creature material vulnerabilities" creature variations.
-Makes creatures take increased damage from Master Sword-type-materials.
-Most zelda monsters have this variation.

Added god/goddess and golden goddess fanciful creature, for art purposes.

Added combat skills to many creatures.

Tweaked sage secret to increase some mental abilities.

Rebalanced vanilla maces:  All three weigh 800 units, Mace has 20 contact 2x impact 3:3 speed, Flail has 3x impact and 4:4 speed, Morningstar has 10 contact and is piercing.  Btw, warhammer has 400 weight 15 contact 2x impact 3:3 speed.

Rebalanced mod maces:  Increased club weights to 600 units (100 contact 2x impact 3:3 speed), large clubs to 1800 units, ball-ended club to 600 weight 20 contact 3x impact 3:3 speed.  Quarterstaff jab is 15 contact (from 20, weight is 800)

Fix some duplicate-names bugs (stone disc->ice disc, duplicate color pattern)

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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Rekov

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #10 on: March 10, 2017, 05:00:17 pm »

Is this mod compatible with tilesets, or would those freak it out?
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #11 on: March 11, 2017, 12:28:18 am »

I don't play with tilesets, so I'm not sure.  Depends on how easy it is to make tilesets freak out by accident.

I don't think I did anything too weird, so the basic tilesets should be fine?  A lot of vanilla creatures got removed, including dwarves, elves, and goblins, so the type of tileset that assigns unique tiles to creatures wouldn't be too useful with this.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #12 on: March 20, 2017, 09:30:55 pm »

Put up an update

Quote
v .9.03 beta -> .9.04 beta:

MAJOR BUGFIX: remove duplicate plant entry that was resulting in a large number of mysterious plant-related bugs.

Fill out the underground grass biomes

Added a 'Nonexistent Building' building so that the error log would be empty (I'm embarrassed it took me this long to think of that, actually...)

Added yellow dye to sunberries

Change deku dye to dark green, leever dye to purple.

Add some extra dye plants from the forum

MoonMan's saffron crocus (saffron)

Ockad's safflower and indigofera (carmine and indigo)

Finished and enabled the Sand Goddess Temple for the desert gerudo
-Forge suits of Knuckle plate (plate, helm, and boots, not gauntlets due to continued existence of gauntlet bug)
-Forge silver titan's gauntlets (despite name, these are ranged weapons.  Throw heavy spheres, or punch enemies in melee).
-Forge Mirror Shield (high block chance shield)

Add armored glove (demi-gauntlet) to gerudo civs

Added a Gate of Time building to hylians, hyruleans, gorons, sheikah,
-Gates of Time allow the production of Master Sword-type weapons

Added reactions allowing all races to make Master Sword ammo at the Archaeologist's workshop (or their special building), requires a Master Sword-type weapon as a catalyst.

Added accidentally left-out materials to the unholy-creature material vulnerabilities" creature variations

Changed kokiri/korokri fairy steel production and related materials such that they bring fairy steel wafers in trade

Adjusted trainable tags such that exotic pets brought by the kokiri/korokri in trade can be trained, and (almost all) wild-caught or fort-bred specimens can't be trained.

Fixed enemy item-drop bug
-Dropped zelda-item-producing castes from (most?) intelligent species.  Itemcorpse items left behind by intelligent creatures get tagged with the same 'this-came-from-an-intelligent-creature' flag that corpses/meat/etc does, so these castes produced a clutter of mysteriously unusable items.
-Most enemy civilizations now have all their members wear joy pendants, which can be traded in at the Item Exchange

Reduced clutch sizes for monstrous egg-layers, and for cuccos

Cuccos adopt owners now, so you can end up with crazy cucco ladies

Ikana undead have emotions now, since noemotion is bugged in combination with needs, resulting in permanently-unfocused undead :(

Fixed bug where megabeasts were vulnerable to instakill spells

Adjust dark iron to offer better blunt defense (should still be inferior to steel)

Increase elemental ore value

Fix timeshift stone color

Add BONE tag to holy silver, so hopefully the holy silver ammo will be used now.

Adjust warhammer attack speed to 3:3 to 3:2 (+1 bonus to recovery speed).  Warhammers are lighter than maces but deal less damage now.

Adjust mod shield blockchance values to be higher (blockchance doesn't much matter at high skill levels)

Increase hookshot impact velocity

Replace all THROW-type ranged weapons with BLOWGUN ('specialist')

Adjust archaeologist swords material cost to match reaction cost

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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

pikachu17

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #13 on: March 21, 2017, 10:10:42 am »

Here's a list of every possible problem I found. A few may be intentional, and some may have been fixed since I found them(NOTE:I did this before the update right above. They might have been fixed.)
  • I saw at least one interaction which had "IT_MANUAL_INPUT:yourself". If it is only to work on the caster, then it should not have a IT_MANUAL_INPUT.
  • Change the ocarina, instruments are not that simple anymore. It may even crash the game. No idea if it would, though.
  • when a bar is a product, it should probably have "PRODUCT_DIMENSION:150". I saw this problem at pray_shield.
  • Instead of a reaction having [NAME:X], [SKILL:X]  and [BUILDING:NONEXISTANT_BUILDING:X], you can just remove these, and it should work. If the reason you are doing that isn't to just get the entity to use something, then tell me the specific circumstances. I'm not entirely certain that NAME doesn't need to be used.
  • Are you sure the entities that have reactions with adamantium as reagents actually have access to adamantium? They don't seem to have any reactions to get it.
  • Is there a reason the twilight shadowstaff has two of the same attack? After all, multi-attacks can only use one attack per weapon... I also noticed the triblade, quarterstaff, shod quarterstaff, trident, and ninja-to having this problem.
  • I notice that you seemed to put some gaits in c_variation_default, even though you have a c_variation_zelda. Is there a reason the gaits are not in c_variation_zelda instead?(this one isn't really a bug, it's just my inner grammar nazi)
  • When I was embarking, there were two seeds that didn't seem to have any name. I don't know which two, or whether this is even your fault.
  • Shouldn't the slingshot be a whip, or at least a mace? After all, the sling is a whip... And why is the meteor hammer not a hammer? Also, why is the triblade a spear? Tri'blade' sounds like a sword to me. Of course, this part is almost certaunly my inner grammar nazi talking.
  • Could you, in some cases, use a creature_variation to the effect of
    Spoiler (click to show/hide)
    , instead of having it written down for each one?

Also, I was wondering if you could have the male gerudo transform into a giant ganon pig?(well, I actually mean; do you want to? I already know it is possible.)
« Last Edit: March 21, 2017, 10:13:15 am by pikachu17 »
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #14 on: March 21, 2017, 04:05:03 pm »

I don't think all male Gerudo are necessarily Ganondorf, though AFAIK both of the explicitly mentioned cases have, in fact, been Ganondorf (the one in OoT/WW/TP and the one in Four Swords Adventures).
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