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Author Topic: [47.05] Zombies Ate My Dwarves - Monster Mash  (Read 62838 times)

ZM5

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[47.05] Zombies Ate My Dwarves - Monster Mash
« on: October 31, 2017, 09:49:57 am »


Happy Halloween! This is something I've been working on in the past month. What is it? Well, it's a simple pack full of spooooky monsters and invaders to give your dwarves a scare they'll never forget!

Contents are as follows (with full lists of monsters and what they do - note that the sprites for the movie monsters aren't reflective of their actual appearance in some cases - couldn't find better stand-ins though):

Spoiler: Brutal Fortress (click to show/hide)

Spoiler: Splatterfort (click to show/hide)

Spoiler: Horror Movie Monsters (click to show/hide)

« Last Edit: October 06, 2022, 01:54:36 pm by ZM5 »
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ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #1 on: October 31, 2017, 09:50:33 am »

Part 2

The awesome banner was drawn by my girlfriend, so credit to her - the sprites I used for the creatures are from Doom, Splatterhouse and Castlevania. Thanks to Deon as well, for allowing me to use derivatives of his Wanderer mod reactions.

Links (versions bundled with DF aren't updated yet - waiting until a release with less worldgen crashes before I update those):
Raws Only version.
Infected Addon.
Malefactors Addon.
Necromorph Addon.
Quake 1 Addon.
Zed Addon.


Also, this mod is compatible with my other packs - for example, Arch-viles will raise other demons from my Cave Revamp mod, and by using magic-immunity drinks from my main pack will make you immune to the spells available to some of the creatures in this pack.

That's it - supremely long two posts, sorry about that. Aside from bugfixes, I won't be updating this pack with more content until next year. Hope you guys enjoy it, and have a happy Halloween!

EDIT: For newer creatures that were added later:
Mars Attacks update - aliens and cryptids.
Rip and Tear update - additional Doom monsters and Hexen/Heretic creatures.
08-23 update - Werewolf megabeast change, minor material template update.
Doctors+L4D Infected update.
09-30 update - odds and ends for Splatterhouse and Doom, help files.
10-07 update - Infected Addon update.
Malefactor Addon release
Necromorph Addon release
Trifecta of Terror update
Monster Mash update
« Last Edit: October 06, 2022, 02:38:13 pm by ZM5 »
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Rumrusher

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #2 on: October 31, 2017, 10:30:38 am »

feel like this mod pack would go great with a good gun mod for arming companions with shotguns and rushing through these towns.

I don't know which would be a funny experience to have, having to deal with armies of these horrors or dealing with the performing bard and librarian versions of these horrors.
having clowns wander in to perform and cause horrible status effects on your populace, combine with the weird result of recruiting from these horror tribes.

urist : oh god get a clean up in the 'terrordome' one of the skeleton bards drank themselves to death, and incited a reanimator's barfight.
olon : look we got an elder vampire puking into the drinking well, the elder ones know what syndromes he carried gotta send a poor soul down there to clean it up.
overseer : uhh the ringmaster has join our fort to perform for us.
*deafening sounds of honking flood the main hallways*
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ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #3 on: October 31, 2017, 10:49:51 am »

Heh, that'd be awesome - wish it was possible to actually attach syndromes to performances, wheter it be poem recitations, songs or dances.

Fleeting Frames

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #4 on: October 31, 2017, 11:00:37 am »

You could use a small script to attach syndromes to nearby creatures whenever the adventurer does a performance, I suppose?

And huh, this is pretty expansive.

ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #5 on: October 31, 2017, 11:01:50 am »

I don't have any knowledge of DFhack or scripting, unfortunately - that said I'd avoid it if possible since I don't want some features to be unavailable because someone doesn't use DFhack or it gets out of date.

Fleeting Frames

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #6 on: October 31, 2017, 12:00:00 pm »

In that case, would playing with uncompressed save and editing the generated performances after worldgen to use the predefined syndrome work? I don't know much about modding, myself.

ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #7 on: October 31, 2017, 12:10:07 pm »

I don't think performances are moddable in any way.

Rumrusher

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #8 on: October 31, 2017, 12:13:44 pm »

yeah your best off having performing interactions tied to usage hints that suggest to use them on greetings or weird non attack related ones.
like the circus stuff seem great in a bartenders worst nightmare, but if the player endure long enough with their shenanigans you end up with some strong defenders with the cost of your fort turning into a huge circus.

you could also get weirder given if say someone have a kid once transformed the kid becomes a pure strain of the transformed race.
so the player has to deal with locking up their fort and tick off a group of highly powerful folk and be besieged by horrors or try to manage the mess while slowly the fort stop being a dwarven stronghold and more like a den for what lurks in the night.


and then some poor skele-clown breach the caverns and summons the doom demons.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #9 on: October 31, 2017, 12:24:55 pm »

I would but as for now the circus boys are moreso just stronger, wackier invaders with some interactions that could affect dwarves long-term even after the siege is over - they dont transform people yet although once there's better support for it (i.e transform+turn affected creature into minion) I would like to add that.

Doom demons are just cavern critters - trying to avoid misconceptions - they don't come out of candy spires.

ZM5

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Re: [43.05] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #10 on: November 05, 2017, 10:00:56 am »

Fixed an issue with the Arachnotron/Spider Mastermind body plans - their front legs weren't attached properly. Also cutting off their guns or the Cyberdemon's rocket launcher now disables their unique attacks.

ZM5

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Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #11 on: November 24, 2017, 07:35:02 am »

Minor update, just adding the pedestals and display cases to the invader races. Not much else - should be compatible with the new version.

EDIT: With Deon's permission, I added crafting reactions derived from his to this as well - you can make chainsaws now in adv mode.
« Last Edit: November 24, 2017, 04:29:19 pm by ZM5 »
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ZM5

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Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #12 on: November 24, 2017, 05:15:01 pm »

Minor bugfix - noticed some of the material template files in the full pack were missing reaction classes.

ZM5

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Re: [44.02] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #13 on: December 03, 2017, 01:52:25 pm »

Small fix - gave all non-existent "projectile" materials the [SPECIAL] token, so they shouldn't show up on artifacts or as materials FBs are made out of.

ZM5

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Re: [44.03] Zombies Ate My Dwarves - A Spooky Halloween Horror Pack
« Reply #14 on: December 30, 2017, 09:24:13 am »

Updated for 44.03.
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