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Author Topic: InfernoBreak, World of Flame  (Read 1646 times)

4maskwolf

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InfernoBreak, World of Flame
« on: December 14, 2013, 05:49:54 pm »

Nobody knew what caused it.  Nobody knew where it started.  Nobody knew what caused the flames.

The fires burned across the world, scorching all in their path.  Human cities, kobold encampments, elven tree-villages, nothing was spared the wrath of the flames.  Only dwarves in their mountain cities and goblins in their dark fortresses were spared the fire's outrage.

But nothing could have prepared them for what came next.  The flameborn, monstrosities seemingly forged by the fires, followed in the wake of the flames.  Fortresses were overrun, the mountains melted to slag.  For a time, it seemed that nothing could stop the flaming apocalypse.

All was not lost, however.  The dwarves and goblins formed a temporary alliance, throwing the flameborn back in disarray.  The flameborn began to divide into factions, further splintering their war effort.  While the dwarf-goblin alliance failed shortly after it was formed, it lasted long enough to ensure the survival of both races.  Small numbers of humans, elves, and kobolds slowly rebuilt their nearly destroyed races.  An uneasy equilibrium was reached, all races slowly rebuilding their numbers under constant assault by the now splintered flameborn.

Many changes had come to the world beyond the flameborn.  Massive clouds of fire would form on a seemingly random basis, rolling slowly across the land.  Creatures of lava became more and more common, sometimes being found on the surface far from volcanoes.  Even otherwise normal creatures took on aspects of the flame around them, slowly incorporating fire into their nature.  This is where the world is today: changed, but unbroken


This is a mod series that is currently in progress.  Community input and suggestions are encouraged.

Current features of unreleased version:
Spoiler (click to show/hide)

Planned additions:
Spoiler (click to show/hide)

As stated above, community input is encouraged.  This is my first attempt at modding, other than some minor modding for a nobility fortress.  So any advice/ideas/etc. is much appreciated.
« Last Edit: December 15, 2013, 10:36:27 am by 4maskwolf »
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MDFification

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Re: InfernoBreak, World of Flame
« Reply #1 on: December 14, 2013, 06:50:49 pm »

I really like the lore you've started writing. It sounds pretty sweet!
Also Fire Cloud regional effects... expect heavy difficulty increases. If Evil biomes are any indication, almost every time a caravan or siege comes by, the game will decide to light it on fire.
I can't remember if there's a labour/reaction in game to douse flaming buildings, but it might be a necessity.

EDIT: Whoops, took your devlog space. 
« Last Edit: December 15, 2013, 08:57:06 am by MDFification »
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4maskwolf

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Re: InfernoBreak, World of Flame
« Reply #2 on: December 14, 2013, 07:52:55 pm »

Fixed bug that causes firekin to melt themselves.
Fixed error caused by said fix that caused the game to crash when the raws were called.
Fixed numerous bugs and released version 0.2.1.
« Last Edit: December 19, 2013, 04:49:59 pm by 4maskwolf »
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IndigoFenix

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    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: InfernoBreak, World of Flame
« Reply #3 on: December 15, 2013, 02:11:20 am »

This certainly looks to be an interesting !!world!!.  Fire being what it is in DF, I could see how this would change gameplay significantly.  Will the caverns serve as a safe hideout from the flames until you can get a proper fort going?

4maskwolf

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Re: InfernoBreak, World of Flame
« Reply #4 on: December 15, 2013, 09:53:29 am »

I would think so.   Unless I put fire beasts in the caverns... But that will be after go first relaese it. Which may be sometime today, after I bugtest a few things.

MDFification

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Re: InfernoBreak, World of Flame
« Reply #5 on: December 15, 2013, 11:12:33 am »

I would think so.   Unless I put fire beasts in the caverns... But that will be after go first relaese it. Which may be sometime today, after I bugtest a few things.

*gets pumped for release*
Hope yours goes better than mine. I still have the Orc race bugged in Freehold 0.7.0, and then there's the matter of not noticing that none of the reactions could be used in game due to a typo  :-[
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4maskwolf

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Re: InfernoBreak, World of Flame
« Reply #6 on: December 15, 2013, 01:43:12 pm »

Release of initial testing version is in the mod releases section, I'm also bugtesting for stupid dwarf-mode mistakes.

4maskwolf

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Re: InfernoBreak, World of Flame
« Reply #7 on: December 17, 2013, 11:10:12 pm »

Okay, world generator is working well, still can't get the reactions to show up or the aura attack to work...