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Author Topic: [WIP] ☼Warlock☼ Mod - PLEASE TEST!  (Read 1938 times)

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #30 on: September 11, 2019, 07:44:28 am »

TEST VERSION IS UP! http://dffd.bay12games.com/file.php?id=14532

So far I got this: (sorry, that font came out less readable than I hoped)





EDIT: Since this is technically a release, here the credits:
 - Mod by me.
 - Sprites by me, Vordak, Redshrike and Denzi.
« Last Edit: September 11, 2019, 08:39:05 am by Meph »
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #31 on: September 11, 2019, 08:33:05 am »

Todo list:
- New weapons.
 - New armors.
- Ironbone and Bloodsteel metals.
 - Magical glowing furniture. (maybe)
 - Constructions from flesh/skin/leather. (just for fancy sprites)
 - Constructions from unholy lovecraftian non-euclidian materials. (just for fancy sprites)
 - Books from sentient creature skin.
- Mushrooms (poisonous) farms.
- Potions from mushrooms to replace normal alcoholic drinks, with postive syndromes.
 - Blood wine.
 - Evil looking siege engine alternate sprites.
 - Bonemill to make bonemeal/flux.
- Emissary to call caravans (?).
 - Advocatus diaboli workshop to trade leftover souls for stuff.
- Magical workshops/libraries that teach magic spells to Warlocks. 4-10 of those.
 - Frankenstein-like lab to make monstrosities.
 - Rune-inscriptor to raise skills of skeletons by engraving them.
 - Vampires. (?)
 - Werebeasts. (?)
- Weather control workshop (good for putting out the fires everyone will be starting)
 - Skeletal pets. (?)
 - Triggering sieges doesn't work anymore, but I can spawn caravans... but that's just a few people to kill, and tons of free times littering the landscape afterwards. -.-
- Obsidian & Slade manufacturing.
« Last Edit: September 12, 2019, 09:53:42 am by Meph »
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brolol.404

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #33 on: September 11, 2019, 09:27:49 am »

This is awesome. You work really fast. When did you start working on this?

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #34 on: September 11, 2019, 10:14:15 am »

When I started the thread. I got sidetracked a bit by the cultural exchange mod and skill training mod, and the tileset update. ^^
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brolol.404

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #35 on: September 11, 2019, 10:42:05 am »

When I started the thread. I got sidetracked a bit by the cultural exchange mod and skill training mod, and the tileset update. ^^

That's a lot of work in a week's time lol good job with this

Splint

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #36 on: September 11, 2019, 12:10:46 pm »

Alright, so first up: Graphics appear to be working as intended. They look good.  :)

Goblin and Human ghouls are workin' as intended, because that's what my wagon haulers were. Had to dig a bit of stuff out, but it was may own fault. Didn't bring enough junk to build with initially.


Second, some weapon ideas, that are mostly thematic in name and function.
Spoiler: Warlock Weapons (click to show/hide)

Spoiler: Minion Weapons (click to show/hide)

EDIT: I would like to voice instant disapproval of no carpentry access, considering you get wooden barrels and such on embark. If you're going to strip out non-trade access one of the lighter materials for wheelbarrows and food/goods storage, an appropriate replacement is needed, especially for early on when you really don't have time to be fucking around getting metallurgy set up.

EDIT II: There's also catering to those warlocks who have preferences for certain types of wood. Why should someone who wants to be barred from giving thier warlocks stuff made from types of wood they happen to like if it's available?

EDIT III: Why the hell is mechanics disabled? Sort of hard to make traps more complicated than a door or a hatch cover without that. Can't even capture people to enslave without it because no mechanics = no cage traps.

And EDIT IV: I double checked thier ethics, and they should be fine with cannibalism, but for whatever reason they (at least paradoxically the ghouls, I have to keep an eye on the warlocks as a I brought cave fish for initial food) consider prisoner meat inedible.

Scratch that, warlocks eat people fine. i'm just stupid and forgot to build a bridge for the goblin ones to get back after the spring thaw.

Also I'm gonna give a hard pass to the ethereal walls. They really don't look all that good, at least in my opinion. I was expecting it to resemble stone with soem signs that it's not natural, not.... Not what I got, to put it politely. It'd be easier to provide a foreboding evil lair feel with some dark grey stone over these tacky looking walls.

FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #37 on: September 11, 2019, 02:18:17 pm »

I feel fine about the lack of wood items, despite being relatively in-efficient the palettes don't clash too much and once you have the aether portal and hit stone (pretty much turn aquifers off certainly, you're not making screw pumps) for a larger focus in masonry there isn't too much bother. Get some obsidian casting for later, annoy some elves and burn off your excess wood as i suppose the to-do list's leather beds might be more entertaining visually.
  • Lack of bridges is more pressing, as well as the mechanics to install it meaning such a obisdianising factory is unbuidable and there's very few ways to stop critters running in at 100mph without deploying chained animals and gargoyles by intent. Screwpump irrigation can't be done either so you're always pressed onto the surface which doesn't put much space between your farmers and your first line of defence.
Warlocks are not on the launcher UI yet, i wasn't really sure whether hitting any of the specific functions would alter them so i left the cheats panel alone. I have a mixed reaction to Mephits, there needs to be a more detailed explanation in a quick-guide of what they do if they have drastic powers that early on as it threw me a little getting them so soon at embark to read up about them.

- Easily addressed gripe - beak dogs are accessible on embark regardless of your [ANIMAL] changes, if you remove their [COMMON_DOMESTIC], you can handle all your selective default semi intelligents (blizzard men too you've forgotten) with a group animal class rather than each individual animal entry.

Beak dog's are already in goblin [ANIMAL] token entity and feasibly tradable/raidable from goblins as is.

Code: [Select]
   [ANIMAL]
[ANIMAL_CLASS:PRISONER] // You've already made this, this does all current and future prisoners in one entry.
      [ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_ALWAYS_PACK_ANIMAL]

Code: [Select]
   [ANIMAL]
[ANIMAL_FORBIDDEN_CLASS:EVIL_SEMI_INTELLIGENT] //theoretical grouping of all the normally [evil] employed semi-sentients, thrown out of the civ
[ANIMAL_NEVER_PET] //etc etc just to drive it home, no roles, no presence unless you plan to have meaty/bony undead hulks or troll slaves to reuse the sprites and concept a little, shearing them might not be so bad if they have cattle level intelligence
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Splint

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #38 on: September 11, 2019, 02:24:12 pm »

There's still no alternative light material for hauling needs, and that's an entire material class you can't provide your dudes for acquisitions and room customization for an entirely artificial and arbitrary reason. Hauling stone takes a long time even if you have a lot of dudes to do it if there's no wheelbarrows available, because everyone still needs to make the (potentially extremely long,) trip to the stockyards set up for the stone cutters.

Lack of mechanics also means no cage traps, which means no prisoners to turn into slaves.

EDIT: I'd also recommend adding a description for the aether portal for the skill needed to spit the blocks out.

In regards to Mephits, they're rather small and easily dispatched if memory serves, if something armed gets on them in melee.

PlumpHelmetMan

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #39 on: September 11, 2019, 02:39:43 pm »

This mod is looking really promising so far. Do you plan on making an ASCII version?
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #40 on: September 11, 2019, 02:41:25 pm »

Lack of mechanics also means no cage traps, which means no prisoners to turn into slaves.

A misunderstanding here in what slaves are. Capturing folks with cage traps would associate more to obtaining more creatures to increase your meangerie given you do have animal training skills but no animals to practice upon, as well as a cheap win versus some difficult creatures.

Slaves are instead a 'tool' item you can buy and then release them with the appopropriate building or elsewise trade for like other animals the way its set up in this iteration of masterwork. By comparison you can look at the official masterwork mod for 44.12 with Orc's which deal with these slave tools a lot and a similar way to release them by the summon & conversion script.

Only succubi actively run the scripts to turn bystanders into the appropriate succubi castes. (unless i've completely misunderstood and it does apply a similar effect to prisoners/tavern visitors housed in cages around it)
« Last Edit: September 11, 2019, 02:45:19 pm by FantasticDorf »
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Splint

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #41 on: September 11, 2019, 02:47:40 pm »

Lack of mechanics also means no cage traps, which means no prisoners to turn into slaves.

A misunderstanding here in what slaves are. Capturing folks with cage traps would associate more to obtaining more creatures to increase your meangerie given you do have animal training skills but no animals to practice upon, as well as a cheap win versus some difficult creatures.

Slaves are instead a 'tool' item you can buy and then release them with the appopropriate building or elsewise trade for like other animals the way its set up in this iteration of masterwork. By comparison you can look at the official masterwork mod for 44.12 with Orc's which deal with these slave tools a lot and a similar way to release them by the summon & conversion script.

Only succubi actively run the scripts to turn bystanders into the appropriate succubi castes.

And you missed the fact that there's now something to release caged victims as prisoners: The Pirsoner Den! It's used to allegedly release captive critters as prisoners of the relevant type, presumably - basically slaves - to be used as meat shields (in a pinch I would assume, since they're livestock far as the game is concerned,) breeding stock to keep your prisoner numbers up between attacks, and a less... Argumentative, source of souls. In this instance I'm using slave and prisoner interchangeably in this stance.

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #42 on: September 11, 2019, 04:19:08 pm »

I'll answer everything shortly, but for now: Disabled labors are a leftover from testing caste-specific graphics. All labors will be enabled. Sorry. ^^
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::: ☼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 :::

FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #43 on: September 11, 2019, 04:31:35 pm »

Nobles, especially military ones crash spontaneously because a lot of them have half complete code, especially when you try to attach a squad to a steward. I wasn't really feeling much for the single unit squads so i tacked on all corrupted and base warlock types to [CREATURE_CLASS:WARLOCK_CIV_MEMBER_HIGHER] at different places in positions to create a demand for the leadership caste.

Something i had considered in my own little code dive was whether you could add a randomised start to warlocks via a little bit of !meph menu mastery. There are five types of racial warlocks (Dwarf, Elf, Goblin, Human, Kobold) and i think multiple [CREATURE] entity entries so that multiples (or use your meph launcher to restrict them) existing at once could work out nice to phase out the original warlock creature, so that each civ and gameplay experience is slightly different or specialised to the player.

The 'fix sapient butcher' script would protect all of them regardless of the current active player fortress race, should they die by accident in the lategame with the greater necromancy circle as right now it'll re-salvage any dead corrupted warlocks.

I'll answer everything shortly, but for now: Disabled labors are a leftover from testing caste-specific graphics. All labors will be enabled. Sorry. ^^

Good to hear, and no worries.
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #44 on: September 11, 2019, 04:49:02 pm »

Quote
Also I'm gonna give a hard pass to the ethereal walls. They really don't look all that good, at least in my opinion. I was expecting it to resemble stone with soem signs that it's not natural, not.... Not what I got, to put it politely. It'd be easier to provide a foreboding evil lair feel with some dark grey stone over these tacky looking walls.
They are an omni-directional test. It's 15 sprites for the 1 block, so image how much I have to do for a full construction-sprite sheet. It was just to see if I can make things glow.

Turns out I can:


Quote
Warlocks are not on the launcher UI yet, i wasn't really sure whether hitting any of the specific functions would alter them so i left the cheats panel alone. I have a mixed reaction to Mephits, there needs to be a more detailed explanation in a quick-guide of what they do if they have drastic powers that early on as it threw me a little getting them so soon at embark to read up about them.
Quick quide on the Mephits:
 - Fire mephit is essentially a firebreathing, fireball throwing imp.
 - Ice mephit freezes water around it and breathes paralyzing vapor. Also freezes water.
 - Acid/Earth mephit spits poison breath causing blisters, necrosis and pain.
 - Air mephit breathes strong winds (also vapors) that slow down the enemy.

All suck in melee combat, are tiny, and die fast. They are imagined as support units in combat; but also volatile because the fire/ice can cause harm to your own units. Classic two-edged sword. The intention is that they can be powerful, but it's easy to wreck total chaos with them.

Quote
This mod is looking really promising so far. Do you plan on making an ASCII version?
Absolutely not :D I mean, I could, but I don't think many people would play it.

Quote
A misunderstanding here in what slaves are. Capturing folks with cage traps would associate more to obtaining more creatures to increase your meangerie given you do have animal training skills but no animals to practice upon, as well as a cheap win versus some difficult creatures.

Slaves are instead a 'tool' item you can buy and then release them with the appopropriate building or elsewise trade for like other animals the way its set up in this iteration of masterwork. By comparison you can look at the official masterwork mod for 44.12 with Orc's which deal with these slave tools a lot and a similar way to release them by the summon & conversion script.
Quote
And you missed the fact that there's now something to release caged victims as prisoners: The Pirsoner Den! It's used to allegedly release captive critters as prisoners of the relevant type, presumably - basically slaves - to be used as meat shields (in a pinch I would assume, since they're livestock far as the game is concerned,) breeding stock to keep your prisoner numbers up between attacks, and a less... Argumentative, source of souls. In this instance I'm using slave and prisoner interchangeably in this stance.
Both of you are a bit incorrect. This is not for the current Masterwork mod. That means no slaves-made-from-cages, and also no slaves-made-from-tools. In fact, there are no slaves in this mod at all; you got the prisoner pets and that's it.

With DFs native raiding system, I won't add my own fake "raiding workshops" from older MasterworkDF versions. It would mix in a weird way.

If you want to use caged dwarves or goblins, etc; MURDER THEM!, then raise them as skeletons, ghouls or corrupted versions.

Quote
Nobles, especially military ones crash spontaneously because a lot of them have half complete code, especially when you try to attach a squad to a steward. I wasn't really feeling much for the single unit squads so i tacked on all corrupted and base warlock types to [CREATURE_CLASS:WARLOCK_CIV_MEMBER_HIGHER] at different places in positions to create a demand for the leadership caste.
What? Half-completed code and crashes? O.o  The steward can't even creature squads?

Quote
I wasn't really feeling much for the single unit squads
Wait till you got uber-sorcerers ;)
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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 :::
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