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Author Topic: Fossils?  (Read 1772 times)

Luckyowl

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Re: Fossils?
« Reply #15 on: September 08, 2020, 10:50:36 pm »

The important question is, can fossils be used by necromancers to raise long forgotten monstrosities?
ah! +1 maybe the beast is intelligent and once the necromancer revived it will kill the necromancers and take over the tower. The awoken beast will then go on to destroy the world.

Also like the idea of their being a new type of villain, like a cult who worship an evil mythical beast that died during myth gen and now they sought to revive it. What set them apart from necromancers is that necromancers only want to revive the beast to rule it, where as the cult are doing it so they can be ruled by it.
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Starver

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Re: Fossils?
« Reply #16 on: September 09, 2020, 02:48:26 am »

..you could also design a room underneath a floor trap and when gonlins walk over the floor trap a dwarf can pull a lever opening the floor and any goblins who fell will meet a death worst than getting their head bashed in.
What will, of course happen, is that the negative effect is actually restricted to those without a compatible Sphere to the Sphere of the fossilised creature.

As far as you can tell, it just hurts (kills) everyone who is in close proximity, and so you liberally use it to dispose of every passing enemy, undesirable, itinerant or even seemingly spare-wheel immigrant.

Then, along comes one who unknowingly (at least to you, maybe to them) aligns. And now they're Ms Marvel/Shazam!/The Highlander..?
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clockwork

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Re: Fossils?
« Reply #17 on: September 09, 2020, 01:05:21 pm »

It would be possible to mod in a new type of stone that could drop a new type of item, both of which, you would have to define the attributes of.
Why would Toady want to mod something in? He can do what he wants with the code. Doubt he uses mods.

Was a simple solution for OP

Edit: Hi Shonai
« Last Edit: September 09, 2020, 01:13:07 pm by clockwork »
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