Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Night Creatures, Transformations, and Wounds  (Read 616 times)

Draco18s

  • Bay Watcher
    • View Profile
Night Creatures, Transformations, and Wounds
« on: October 10, 2010, 09:45:12 am »

This is more directed at Toady, but there is enough lore out there for various transformations that cause the victim to lose the wounds they had when they become a vampire/werewolf/etc.  Occasionally the act of shape shifting (eg. human -> werewolf -> human which would happen every month) heals any wounds the subject has, not just the initial transformation.

So transferring that stuff might not really be an issue for these creatures.
Logged

KaguroDraven

  • Bay Watcher
  • Forward!
    • View Profile
Re: Night Creatures, Transformations, and Wounds
« Reply #1 on: October 10, 2010, 09:51:53 am »

Perhaps, since they are often represented in a similer way, it could be an effect of a syndrome?
Logged
"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Kurouma

  • Bay Watcher
    • View Profile
Re: Night Creatures, Transformations, and Wounds
« Reply #2 on: October 10, 2010, 10:08:33 am »

Kaguro, I think Draco is referring to some of the recent stuff on the devlog Toady was talking about; how currently when historical figures get transformed into night creatures, since they're only recorded by name, he hasn't worked out a way to transfer their unique features over, like scars or such, and that Draco's suggesting he save time by just not bothering because there's justification for it.
Is that right Draco?
I'd be tempted to agree and add that most people probably wouldn't notice anyway, except for the fact that this feels like one of those things Toady eventually plans to use somewhere, like as a creature hunter your adventurer would be told to "go and bring peace to the restless spirit of Urist McUnluckypants, who got turned into an evil night creature - you'll know it's him because he has a special scar on his face etc etc...".
Maybe.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Night Creatures, Transformations, and Wounds
« Reply #3 on: October 11, 2010, 08:34:54 am »

Kaguro, I think Draco is referring to some of the recent stuff on the devlog Toady was talking about; how currently when historical figures get transformed into night creatures, since they're only recorded by name, he hasn't worked out a way to transfer their unique features over, like scars or such, and that Draco's suggesting he save time by just not bothering because there's justification for it.
Is that right Draco?

Yes, that's what I was referencing.

Quote
I'd be tempted to agree and add that most people probably wouldn't notice anyway, except for the fact that this feels like one of those things Toady eventually plans to use somewhere, like as a creature hunter your adventurer would be told to "go and bring peace to the restless spirit of Urist McUnluckypants, who got turned into an evil night creature - you'll know it's him because he has a special scar on his face etc etc...".
Maybe.

I do agree with you in one sense, but in another I don't.  There are some creatures that transform that aren't recognizable after-wards.
Anyway, the point was to run it up the flagpole and see if anyone salutes.
Logged

Farthing

  • Bay Watcher
    • View Profile
Re: Night Creatures, Transformations, and Wounds
« Reply #4 on: October 14, 2010, 10:01:37 pm »

If you don't mind my asking, when did the whole, "transforming into night creatures" thing come about?

Draco18s

  • Bay Watcher
    • View Profile
Re: Night Creatures, Transformations, and Wounds
« Reply #5 on: October 14, 2010, 10:22:50 pm »

If you don't mind my asking, when did the whole, "transforming into night creatures" thing come about?

About six days ago.

Quote
10/08/2010: An eyeless, horned woman shambled out of the woods and dragged off an unfortunate villager to her lair. After a time, the transformation was complete, and the man became known as a "dusk ogress mate", having become a horrible creature similar to his new spouse. Eventually, he fathered a dusk ogress, the children of his first wife forgotten, and he began to make visits to nearby villages himself to kill the innocent. Fortunately, he never attacked his old village, for he would not have recognized his previous family if he had.

Of course, it's not a dev log story if it doesn't have a bug. Instead of staying out in the woods, the dusk ogress mate maintained a lingering connection to his old civilization and moved into a town. Despite his eyelessness, he made a fine fishery worker, and the townspeople never noticed that he was going off every few years to bring terror to neighboring communities. They didn't notice the horns either. I've fixed it up now. It wouldn't be a bug if it were a different kind of night creature, but we're starting with ones that live out in the wilderness.

At this point, each randomly generated troll starts as a unique critter in the world, but they are able to increase their numbers a bit through the transformation process. This has also lead to our first remarriages as the partner left behind in the village can move on, and the trolls themselves dump their transformed spouse once their troll child reaches adulthood. The transformation is permanent, however, and although the transformed cannot initiate transformations themselves, they can attack villages. Later night creature transformations will no doubt allow the transformed to perform transformations (as with the standard vampire/werewolf stuff). Since the transformations are happening during world generation, I haven't yet had to tackle issues like transferring wounds or items to new bodies, and even if transformations go into regular play during this release, I'll probably avoid those issues for now.
Logged