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Author Topic: Future of the Fortress  (Read 1169394 times)

KillerClowns

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Re: Future of the Fortress
« Reply #990 on: June 12, 2011, 09:46:02 am »

Squidmen should have a [CORRUPT_INTENTIONS] tag. Just an idea.  :P But all jesting aside, Narwhalmen are going to be brutal; even if they're brought down to the size of a human or dwarf, that horn is gonna make them deadly.
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"A rational enemy is better than a foolish friend." -Arab proverb

Serrational

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Re: Future of the Fortress
« Reply #991 on: June 12, 2011, 09:48:21 am »

As will Sea-Monster-Men. All those tentacles...
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I figured the guy was a goner too when a noseless bat from hell flew right over the fortifications and attacked.

Neonivek

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Re: Future of the Fortress
« Reply #992 on: June 12, 2011, 09:51:27 am »

I vote no.

If this was Octopus fortress the humans would be the ones with the [corrupt_intentions] tag.
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Korbac

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Re: Future of the Fortress
« Reply #993 on: June 12, 2011, 10:00:55 am »

Hey, does anyone have a new timeline for the next release featuring the new necromancy / werecreatures? :) Just wondering if I should wait before starting my TC mod or not.
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Lord Shonus

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Re: Future of the Fortress
« Reply #994 on: June 12, 2011, 10:07:09 am »

Most of the major mods have been around for several major versions. If you start now, updating to the new version shouldn't be too hard.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Untelligent

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Re: Future of the Fortress
« Reply #995 on: June 12, 2011, 10:37:16 am »

Sometime in mid-late July, possibly early August by my estimations.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

EmeraldWind

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Re: Future of the Fortress
« Reply #996 on: June 12, 2011, 10:58:13 am »

Well if your not going to actually use the animal then there was no point in including it in the drive for the most part.

Though I am confused. So Toady actually has to create by hand every Beastman and every Werebeast? I thought it was a template creature.

Werebeasts are randomly generated as a part of a curse and Toady doesn't need to create them individually. (Though it is possible to create one yourself using the RAWs if you want a specific werebeast to appear in your world.)

Beastmen and Giant Beasts though are done by hand it seems.
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Korbac

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Re: Future of the Fortress
« Reply #997 on: June 12, 2011, 11:22:21 am »

Lord Shonus, Untelligent, thanks both, I'll start work on it later today / tommorow then. :)
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Beardless

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Re: Future of the Fortress
« Reply #998 on: June 12, 2011, 11:35:37 am »

I certainly look forward to the day when the sentient creatures are less bared to you.

Is there a bug regarding clothing in adventure mode?*
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So it turns out that dumping magma on skeletons is either a really bad idea or maybe like the best idea ever.

Neonivek

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Re: Future of the Fortress
« Reply #999 on: June 12, 2011, 12:07:50 pm »

Anyone hoping to be turned into a Werefluffy Wambler?
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Sizik

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Re: Future of the Fortress
« Reply #1000 on: June 12, 2011, 02:14:06 pm »

Never really liked this animal drive thing, he's spending a lot of time on animals that may as well get replaced down the line by a more procedural animal production system.  Such as instead of having cows and bison we just have a bovine type that gets different traits based on it's biome and a few random doodads added.


And no I'm not just saying this because weasels aren't in yet.

That would be more appropriate as a world gen option, so you don't have to learn what all of the randomly-generated are each time you create a world.
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Skyscrapes, the Tower-Fortress, finally complete!
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tfaal

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Re: Future of the Fortress
« Reply #1001 on: June 12, 2011, 08:43:01 pm »

Will tortoise men tuck into their shells? That would be adorable.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

EmeraldWind

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Re: Future of the Fortress
« Reply #1002 on: June 12, 2011, 10:49:50 pm »

Will tortoise men tuck into their shells? That would be adorable.

Man... I love being a turtle.
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fivex

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Re: Future of the Fortress
« Reply #1003 on: June 12, 2011, 10:57:35 pm »

Will it be possible for animal men to become werecreatures?
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DeKaFu

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Re: Future of the Fortress
« Reply #1004 on: June 13, 2011, 12:50:19 am »

I have a feeling this must have been covered before, but I'm throwing it out here anyway, especially in light of how adventure mode/legends are just going to keep getting more interesting now...

Are there any plans to make surnames pass down in family lines? As it is now, it's very difficult to get a sense of families as a unit, because there's no way to tell if people are related without going out of your way to check for it.

Even if it's an option that's set prior to worldgen, it could make so much difference in making the larger world appear cohesive and less random in adventure mode. Being able to recognize relatives of people you'd met before at a glance would be amazing.
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