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Author Topic: Merperson adventurer?  (Read 8490 times)

Shonai_Dweller

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Re: Merperson adventurer?
« Reply #45 on: March 28, 2018, 10:29:49 pm »

I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
I hope they have an option to turn magic off in world gen, not really interested in magic.

I would just crank all the sliders to max for randomly generated races and simply insane magic.
Yeah. Hopefully there's a fair amount of tweakable in-between too. Random races plus dwarves, the races from my mod thrown into a world set at max magical and violence insanity, etc. Should be great fun to experiment with.
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rhavviepoodle

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Re: Merperson adventurer?
« Reply #46 on: March 29, 2018, 07:52:21 am »

I seem to recall reading that there will be different types of embarkations, including a wizard's tower. I for one would absolutely love playing as an insane transmuter, stitching together all sorts of wonderful abominations and chimeras. The rest of the magic stuff doesn't sound too compelling to me, though.
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KittyTac

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Re: Merperson adventurer?
« Reply #47 on: March 29, 2018, 09:49:16 am »

I would be a battlemage, researching more ways to kill things with spells.
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Eschar

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Re: Merperson adventurer?
« Reply #48 on: March 29, 2018, 06:01:29 pm »

I would just crank all the sliders to max for randomly generated races and simply insane magic.

And start adventure mode, walk outside the mead hall, and get turned into a ghost by a merchant who got in an argument and began to breathe syndrome dust everywhere?

Though if you leveraged your ghosthood to somehow become part of the local pantheon...
« Last Edit: March 29, 2018, 06:03:14 pm by Eschar »
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KittyTac

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Re: Merperson adventurer?
« Reply #49 on: March 30, 2018, 01:02:33 am »

I would just crank all the sliders to max for randomly generated races and simply insane magic.

And start adventure mode, walk outside the mead hall, and get turned into a ghost by a merchant who got in an argument and began to breathe syndrome dust everywhere?

Though if you leveraged your ghosthood to somehow become part of the local pantheon...

Yeah. I like chaotic things.
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Dunamisdeos

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Re: Merperson adventurer?
« Reply #50 on: March 31, 2018, 06:55:34 pm »

The real question is "Can you become a werebeast, sever your own limbs for bonecarving, then regen every full moon".
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bloop_bleep

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Re: Merperson adventurer?
« Reply #51 on: March 31, 2018, 11:40:56 pm »

The real question is "Can you become a werebeast, sever your own limbs for bonecarving, then regen every full moon".

The realer question is, "can you use thus-created bone crafts from a farm of several hundreds werebeasts to slowly turn a turbine, therefore generating infinite amounts of energy?"

Bonus points if you make the turbine power the werebeast farm and make the crafts automatically.
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rhavviepoodle

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Re: Merperson adventurer?
« Reply #52 on: April 01, 2018, 01:05:15 am »

I know that if you fall from high enough, limbs that hit the ground can snap off. I can't think of any other way to intentionally remove limbs from yourself in adventure mode. And even if you did have a controlled way of removing limbs, I feel the chances of bleeding out are significant.
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§k

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Re: Merperson adventurer?
« Reply #53 on: April 01, 2018, 02:55:25 am »

Full armor except on one hand. Fight a hydra.
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Dunamisdeos

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Re: Merperson adventurer?
« Reply #54 on: April 02, 2018, 12:27:41 pm »

So you would also need a hydra farm, then
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Saiko Kila

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Re: Merperson adventurer?
« Reply #55 on: April 09, 2018, 01:27:23 pm »

I know that if you fall from high enough, limbs that hit the ground can snap off. I can't think of any other way to intentionally remove limbs from yourself in adventure mode. And even if you did have a controlled way of removing limbs, I feel the chances of bleeding out are significant.

I have removed a limb from my adventurer by use of an alligator, near a river. And yes, I later carved some craft from the butchered arm (it was 0.42.x, I think).
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random_odd_guy

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Re: Merperson adventurer?
« Reply #56 on: April 28, 2018, 12:43:48 pm »

I wouldn't dare play as a merperson, even if it were an option. Every time I've tried to cross the ocean in adventure mode the game has bugged out and frozen the entire ocean over for exactly one frame, leading to my death. (Or...actually it might have been *unfreezeing* for exactly one frame, whilst I had been forced to cross a glacier).
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