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Author Topic: Goblins, a force for good?  (Read 38425 times)

King DZA

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Re: Goblins, a force for good?
« Reply #300 on: October 28, 2011, 01:12:15 am »

I'll Just update my previous post for now, to try and keep the thread a little more tidy.

King DZA

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Re: Goblins, a force for good?
« Reply #301 on: October 28, 2011, 10:48:41 pm »

The cavern mapping operation has just begun. I'll take a few screenshots and post any important upates here later. Assuming all goes well, it will be a quick little job and I can have the testing facility up and running in a relatively short amount of time.

Log 1A:
Spoiler (click to show/hide)
Log 1B:
Spoiler (click to show/hide)


Log 2A:
Spoiler (click to show/hide)
Log 2B
Spoiler (click to show/hide)

Pictures fix'd
« Last Edit: October 28, 2011, 10:53:48 pm by King DZA »
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Loud Whispers

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Re: Goblins, a force for good?
« Reply #302 on: October 28, 2011, 10:55:09 pm »

The caverns seem so peaceful when you haven't filled it with dead corpses and hostiles armed with your weapons.
He he.

*Edit
Also, I'm going to be training all of my goblins to legendary everything:3
I'm going to invade Hell with an army of goblins £:

I've mapped one of the 3 known adamantine spires (that goes down 40 z lvls!) on my map that leads too a glowing pit, I'm going to connect my goblin training program to an entrance chambre guarded by my artifact jade door... When the time comes.

Spoiler (click to show/hide)

*Edit, the maceman was finally killed after striking down to goblin lashers. I assume he was finally made en enemy to their civ.
Also, after capturing their law giver, it now says they have no leader.

Wierd huh?
« Last Edit: October 29, 2011, 09:49:54 am by Loud Whispers »
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Loud Whispers

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Re: Goblins, a force for good?
« Reply #303 on: October 29, 2011, 11:54:03 am »

Update on the nature reserve.
So the goblins want demons, I'LL GIVE EM DEMONS TRULLULULULUULUUUU

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