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Author Topic: HFS and their effect on the world...  (Read 2849 times)

zchris13

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Re: HFS and their effect on the world...
« Reply #15 on: June 05, 2009, 03:55:03 pm »

They destroy you, then leave.
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Leafsnail

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Re: HFS and their effect on the world...
« Reply #16 on: June 05, 2009, 04:07:10 pm »

So there'd be tonnes of messages about rampaging swarms of SoFs in Legends if you continued?
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zchris13

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Re: HFS and their effect on the world...
« Reply #17 on: June 05, 2009, 05:40:25 pm »

Like this plain of existence.
They LEAVE.
▼One demon. I think.
« Last Edit: June 05, 2009, 06:32:05 pm by zchris13 »
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Byakugan01

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Re: HFS and their effect on the world...
« Reply #18 on: June 05, 2009, 06:24:57 pm »

Um, then how do you account for the World of traps and attractions? Or is it only that one demon leader that stay behind?
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

The Mad Engineer

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Re: HFS and their effect on the world...
« Reply #19 on: June 05, 2009, 09:41:41 pm »

The demon leader stays behind for the adventurer.  It was originally made so that the game would automatically end when you mined enough adamantine, and when you came back as an adventurer, there would be an epic boss fight where you could avenge your fortress.

Rockphed

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Re: HFS and their effect on the world...
« Reply #20 on: June 06, 2009, 02:49:09 am »

I have managed to run into (and kill) tentacle demons in adventure mode that I had released from their pit.  Also, I have heard(though never had it myself) of worlds where tentacle demons lead goblin civilizations.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Mogul

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Re: HFS and their effect on the world...
« Reply #21 on: June 06, 2009, 08:01:24 am »

If you open a pit and then abandon, the demons will hang around inside your fortress and in the immediate surroundings, and will be quite happy to murder any adventurer to happens by. I learnt this from experience while trying to make a weapons vault for my adventurers, and unleashed a horde of SoF.

The worst thing was because the Spirits of Fire flew, often the only way you would know one was coming was when fireballs started raining down upon you.
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Tigershark13

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Re: HFS and their effect on the world...
« Reply #22 on: June 07, 2009, 12:47:29 pm »

this has given me an awesome fort idea...CULTIST DWARVES
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Byakugan01

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Re: HFS and their effect on the world...
« Reply #23 on: June 07, 2009, 12:52:34 pm »

this has given me an awesome fort idea...CULTIST DWARVES
Purge the mutant, burn the heretic, cleanse the unclean! No one expects the Imperial Dwarven Inquisition! (Rename ORCs to Inquisitors or something like that to make it even better-can;t have cultists without an inquisitor trying to snuff them out!)
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Tigershark13

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Re: HFS and their effect on the world...
« Reply #24 on: June 07, 2009, 12:55:43 pm »

hmmm... i'll just mod in the spanish inquisition :P
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Yanlin

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Re: HFS and their effect on the world...
« Reply #25 on: June 07, 2009, 03:09:19 pm »

NOBODY EXPECTS THE SPINACH INQUISITION!
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WE NEED A SLOGAN!
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