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Author Topic: Dwarvenrealms [Major Mod]  (Read 21965 times)

Ult1mara

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Re: Dwarvenrealms [Major Mod]
« Reply #45 on: August 14, 2011, 04:05:19 pm »

I believe this deserves a bump. I never noticed it until just now!

It does tbh it is a decent enough mod :P
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Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #46 on: September 03, 2011, 06:03:39 am »

I'm not dead at all, and neither is this mod! I've reached a decent stopping point until the next version is released. There are some fairly major overhauls (Body structure for creatures which use natural armor on top of their skin) and stuff, and I'm puzzling over how to use some sort of halfassed magic system. I have a few ideas, but I'm really waiting on the next version so I can properly introduce interactions.

The idea, for those of you who are familiar with Dragonrealms, is that the characters you control are not part of any major guild, but are able to grasp the rudiments of magical knowledge with the help of special tools.

I was hoping I'd be able to have dynamically changing rakash by using the new werewolf creature, but it looks like those are going to be hardcoded. Oh well.
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Deon

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Re: Dwarvenrealms [Major Mod]
« Reply #47 on: September 03, 2011, 06:55:51 am »

Do not despair! There may be some workarounds (as always)!
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Koji

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Re: Dwarvenrealms [Major Mod]
« Reply #48 on: January 26, 2012, 07:31:25 am »

In preparation for Toady's next release, I went back and updated both the graphical and the ASCII versions of the mod. I cleaned up a bunch of old bugs, got rid of the pregenned worlds in the downloads, and it turned out the ASCII version was several updates behind. I brought it in line, so now that's good.

Next, I'll be rolling in adventure mode foraging and crafting. All the groundwork is laid--all the wood now has realistic, varied physical properties, and so do many of the craftable fangs and leather. Soon there'll be all kinds of sling/club/quarterstaff/fang knuckle/fletching/tanning adventurer fun!
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

narhiril

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Re: Dwarvenrealms [Major Mod]
« Reply #49 on: January 26, 2012, 10:01:22 am »

Posting to follow :D

Quarynn

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Re: Dwarvenrealms [Major Mod]
« Reply #50 on: January 26, 2012, 07:55:22 pm »

Bumping!
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Pokon

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Re: Dwarvenrealms [Major Mod]
« Reply #51 on: April 12, 2012, 04:29:12 pm »

Just saying that this is great, and you should feel great about making this mod.
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