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Author Topic: Non-violent gameplay  (Read 3828 times)

Untrustedlife

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Re: Non-violent gameplay
« Reply #15 on: January 27, 2020, 06:09:20 pm »

you mean bogeymen are going to be a BIG issue for me in 5(?) days given all the dang bogeyman research and mods and entity animal token stuff I set up just to make them Playable.

They've been moved to biomes corrupted by goblin civ demons, I think.
yeah I kinda cut out a rant about worrying about the percentage of them showing up to the world at all could bring not even talking about how being stuck in the evil region means either getting husk zombies, reanimated undead animals and bogeymen happening all at once or you just get to roll the die and get one of them Which probably worst for me and even worst for folks wanting to be husk zombies

but like I think exploring the world and talking to folks is a good pacifist run idea hearing about their day and what not.

Pretty sure in the upcoming version only demons associated with death and such will get zombies reanimating in their biomes, while bogeymen are for those whos sphere is darkness/night according to the dev logs SO there will not be "all in one" unless you get an especially bad demon. Should make evil biomes actually way more interesting.
« Last Edit: January 27, 2020, 06:14:16 pm by Untrustedlife »
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My Roguelike! With randomly generated creatures Roguelegends: Dark Realms
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SaD-82

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Re: Non-violent gameplay
« Reply #16 on: February 02, 2020, 03:07:42 pm »

Playing in a peaceful manner always was possible in DF. Your role-playing skill determines whether or not you can play such builds.
Currently I'm running a FedEx/Indiana Jones-char (wielding a whip, of course) who is saving missing treasures, breaking into temples, tombs and roaming the streets of towns in search for artifacts which have to be returned to former clients. Artifacts in possession of violent creatures/bandits are skipped (there are plenty of adventurers who can participate in discussions with their current owners about parting with these artifacts) and only things which just have to be found are taken into consideration. As of now, 21 artifacts were returned by this char and his fame is spreading throughout the world. Mainly because he is boasting about it in every hamlet and town he visits.
Now, if you could have lovers in Adv. mode, a true Indiana Jones would have been born.
« Last Edit: February 02, 2020, 03:51:05 pm by SaD-82 »
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Untrustedlife

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Re: Non-violent gameplay
« Reply #17 on: February 02, 2020, 10:29:24 pm »

Playing in a peaceful manner always was possible in DF. Your role-playing skill determines whether or not you can play such builds.
Currently I'm running a FedEx/Indiana Jones-char (wielding a whip, of course) who is saving missing treasures, breaking into temples, tombs and roaming the streets of towns in search for artifacts which have to be returned to former clients. Artifacts in possession of violent creatures/bandits are skipped (there are plenty of adventurers who can participate in discussions with their current owners about parting with these artifacts) and only things which just have to be found are taken into consideration. As of now, 21 artifacts were returned by this char and his fame is spreading throughout the world. Mainly because he is boasting about it in every hamlet and town he visits.
Now, if you could have lovers in Adv. mode, a true Indiana Jones would have been born.

Ohh i should try that.
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I am an indie game dev!
My Roguelike! With randomly generated creatures Roguelegends: Dark Realms
My Turn Based Strategy game! Which you can buy on steam now!DR4X
My website untrustedlife.com
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