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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126012 times)

Cataphract

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #240 on: November 01, 2020, 02:45:45 pm »

That's a real shame that the game limits you to one transformation per creature. What is it precisely that causes that restriction?

Also, IS THAT MAN WIELDING A PIZZACUTTER?!?
« Last Edit: November 05, 2020, 06:55:04 pm by Cataphract »
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squamous

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #241 on: November 01, 2020, 03:30:49 pm »

That's a real shame that the game limits you to one transformation per creature. What is it precisely that causes that restriction.

Also, IS THAT MAN WIELDING A PIZZACUTTER?!?

It's an artistic rendition of a scene from the book "The Night Land". Really good book, if you like super purple victorian prose read the original, if you like normal english read the Retold edition.
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Cataphract

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #242 on: November 05, 2020, 06:56:10 pm »

So how is it that you managed to give certain creatures the ability to regenerate? I thought even Toady hadn't figure that one out.
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squamous

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #243 on: November 05, 2020, 07:22:42 pm »

So how is it that you managed to give certain creatures the ability to regenerate? I thought even Toady hadn't figure that one out.

It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberate interaction.
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Luckyowl

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #244 on: November 05, 2020, 08:07:59 pm »

Hey Sqaumos, ever thought on adding a new faction to the game? I got an idea for you.

Solar Empire enclave

 
After the fall of the Solar Empire. The military elites fled into their underground bunker  shielding from the destruction of Earth. As time wane on and the dust has cleared
The military elites  finally emerged from their bunkered and learned that the world they once knew has turned into a wasteland horror of terrifying techno demons and ruthless humans who have lost their humanity. Now they must survive  in this new world and must go toe to toe with the empires and factions that has rose from the ashes of Solar Empire. Will they conquer the wasteland and form a new Solar Empire or will they splinter off from their ties and form a new path. Only time will tell.


My Idea with this faction is that they are militarist humans who can vary bunker to bunker. Some might conquer the wasteland in the name of Solar Empire. Or some might want to break ties from their roots and actually try to work with the people of the wasteland. I was thinking that they should stay in their own vault not really expanding their borders. They should also get their own Solar Empire military uniform and there own unique exo-armor that has the Solar Empire logo on it's shoulder pads

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Cataphract

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #245 on: November 05, 2020, 09:56:27 pm »

It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.

So do vampires have regeneration powers in 0.47? I haven't played as one since the update.
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squamous

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #246 on: November 05, 2020, 10:05:56 pm »

It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.

So do vampires have regeneration powers in 0.47? I haven't played as one since the update.

They don't, in the vanilla game it's exclusive to god blessings.
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Bokaza

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #247 on: November 07, 2020, 10:49:43 am »

Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

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Ah, RL. The only true slayer of fortresses.
A vile force of Reality has arrived!

squamous

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #248 on: November 07, 2020, 02:16:17 pm »

Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

Try saving and killing them first. I really don't know how that could happen. I think it might be a bug with the game.
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Splint

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #249 on: November 07, 2020, 02:24:35 pm »

Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

Try saving and killing them first. I really don't know how that could happen. I think it might be a bug with the game.

Highly likely. Anything with summons behaves in a very clunky manner if it's not a necromancer summoning opposed to life crap or something similar.

Nahere

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #250 on: November 07, 2020, 05:21:44 pm »

A few oddities I've noticed:
  • Deconstructing ammo in adventure mode gives chunks of energetic compound, but ammo crafting uses power packs.
  • Cultivator cyborgs have a caste for former gorilla uplifts, but none of the technomancer secrets can transform gorilla uplifts.
  • Regular human cyborgs don't seem to exist anyone, but aren't mentioned as being removed in the changelog.
  • Cultivator cyborg castes don't have the statlines or unique abilities of their former race (e.g. nobles lose their psychic senses and improved mental stats).
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squamous

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #251 on: November 07, 2020, 07:06:03 pm »

A few oddities I've noticed:
  • Deconstructing ammo in adventure mode gives chunks of energetic compound, but ammo crafting uses power packs.
  • Cultivator cyborgs have a caste for former gorilla uplifts, but none of the technomancer secrets can transform gorilla uplifts.
  • Regular human cyborgs don't seem to exist anyone, but aren't mentioned as being removed in the changelog.
  • Cultivator cyborg castes don't have the statlines or unique abilities of their former race (e.g. nobles lose their psychic senses and improved mental stats).

Ah, those are some things that need tweaking, yeah. I did remove human cyborgs because they sort of broke how bodies worked, but other than that these are bugs, I'll tweak all that for the next update.
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Zalthor

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Re: Dwarf Fortress: The Long Night 2.68
« Reply #252 on: November 07, 2020, 09:55:31 pm »

All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
In Advanced World Generation, there is an option to disallow divine materials, which are the materials you are referring to. Perhaps in any future versions you could change this setting to "No" in your custom world presets?

Spoiler (click to show/hide)
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Cataphract

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #253 on: November 07, 2020, 10:02:25 pm »

What exactly was broken about the human cyborgs that made you remove them?
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squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #254 on: November 07, 2020, 10:16:17 pm »

What exactly was broken about the human cyborgs that made you remove them?

Basically, because of how things like hair and nail layers work it would take a huge amount of effort to make them have all their bits where they were supposed to, and also it meant that the cybernetic demigod conversion system would get super bloated because of all the castes. Also, i just thought the whole thing was a silly hack-job in the end, and I'm just gonna hold out for the implementation of peg-legs I can rename into cyber-arms.
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