Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: More Character in MasterworkMod  (Read 1307 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
More Character in MasterworkMod
« on: February 11, 2012, 05:37:45 pm »

THIS IS AN ALPHA VERSION, just thoughts and random ideas. If anyone want to add to it, has ideas he wants to see included, or disapproves, feel free to comment. Most is unfinished, so lots of room for new ideas ;) I will also not be here for a week or so, so dont worry if I do not answer soon.

Hey guys, another major brainstorming post. This time about flavor items, civ specific materials and weapons/armor, and the general character the different civs should develop. I also want to transform the 3 caverns into different types, the first one should feel like a cave, the second one like a lost, rediscovered world, and the third one like an undisturbed underground-world, that is exposed for the first time.

Turns out that this is one of the biggest things I did for this mod, since there are so many combinations of civs and mats. Here my initial thoughts. Since this will take a while, and I want to know you ideas as well, I made this extra thread. Mind that all this will change the playstyle and balancing very little, if at all. The only change is a better atmosphere.

15 civs in total. 4 friendly, 6 invaders, 1 skulking, 4 cave civs. Kobolds never seem to show up on the worldgen though, same for the cavern civs. I seperated them from the rest. Maybe some special ones possible, see bottom of page.

############################################################################################

Dwarves: The same race as you know it. Have technology.
   Tools: All vanilla ones, wheelbarrows
   Toys: toy merfolk farm, cacame figurine, burning elephant figurine (unfinished)
   Instruments: drum, baritone, horn   (unfinished)
   Trapcomps: all vanilla ones, spiked/blunt ram, razorwire (planned an overhaul for this) (unfinished)
   Weapons: 5 2-handed ones, 26 1-handed ones, 5 training weapons.
   Ranged Weapons: 3 types of crossbows, 3 types of javelin throwers, 8 types of guns.
   Ammo: small bullets, bullets, bolts, 3 types of javelins.
   Armor: platemail, breastplate, mail shirt, leather armor, cloak
   Greaves: greaves, pants
   Helms: crowns, platehelm, helm, cap, hood
   Gloves: gauntlets, mittens
   Boots: high boots, low boots
   Shields: towershield, shield, buckler
   Tradegoods: all vanilla ones, no gems. special constructs, cavern animals, underground plants/wood (unfinished) 
   Materials: All vanilla ones, many new ones, but no other-civ-speficic ones.
   Itemcorpse: normal dwarven corpse

Status: UNFINISHED

Humans: Holy, devout, ambitious, heavy armor/weapons, lives in castles. Good.
   Tools: All vanilla ones, wheelbarrows (unfinished)
   Toys: chessboard, miniature castles, paladin figurine (unfinished)
   Instruments: long trumpets, violins, harmonicas (unfinished)
   Trapcomps: all vanilla ones (planned an overhaul, should get BETTER ones) (unfinished)
   Weapons:  (unfinished)
   Ranged Weapons: crossbolts and javelin throwers (unfinished)
   Ammo: 3 types of javelins, bolts (unfinished)
   Armor: platemail, guardianplates, reignplate, paladins armor (unfinished)
   Greaves: plategreaves (unfinished)
   Helms: plate helm, crusaders helm, winged helm (unfinished)
   Gloves/Boots: nothing, MAYBE 1 type for trading ? plateboots/gauntlets
   Shields: towershield, shield of faith (unfinished)
   Tradegoods: (unfinished)
   Materials: holy iron, holy steel (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

Elves: Nature loving, good bows/arrows, natural materials, light/fast armor/weapons, exotic pets, lives in forest. Good.
   Tools: nothing (unfinished)
   Toys: diaras, crystal holders, leafshaped broaches (unfinished)
   Instruments: pan pipes, triangles, lyres  (unfinished)
   Trapcomps: rooty thingies. (unfinished)
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: moon/crescent/singing arrows (unfinished)
   Armor: root armor (unfinished)
   Greaves: root greaves (unfinished)
   Helms: diadra, veils (unfinished)
   Gloves/Boots: nothing, MAYBE 1 type for trading ? leaf boots/gloves
   Shields: root shield (unfinished)
   Tradegoods: (unfinished)
   Materials:  ironbark, steeloak (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

Evil: Valuable super stuff, evil plants/animals, slave-pets, live in dark fortress. Evil. Arrives very late. Evil pact-like
   Tools: nothing (unfinished)
   Toys: pentagrams, cut-of-ear bracelets, slave bands (unfinished)
   Instruments: ominous horns, bonerattles, haunting flutes (unfinished)
   Trapcomps: evil razor thingies. (unfinished)
   Weapons: reavers, claws, scythes, vicious daggers, blade whips, sickle swords (with special attacks) (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: super epic bullets/bolts/arrows/javelins (unfinished)
   Armor: razorplate, spiked chain mail, robes (unfinished)
   Greaves: spikegreaves(unfinished)
   Helms: featureless masks, horned helm, crown of the daedra lord (unfinished)
   Gloves/Boots: nothing, MAYBE 1 type for trading ?
   Shields: (unfinished)
   Tradegoods: (unfinished)
   Materials: daedric (halfway between steel and candy) (unfinished)
   Itemcorpse: deadly curse, kills everything around it (unfinished)

Status: UNFINISHED

############################################################################################

Goblins: Weak, fleequick, nimble, ambushing, likes whips and ranged combat, steals children, Evil
   Weapons: (goblin) slica, lash, scourge, flail (unfinished)
   Ranged Weapons: makeshift crossbow, makeshift bow (unfinished)
   Ammo: jagged/bodkin arrows/bolts (unfinished)
   Armor: sad rest of an armor, ripped mail shirt (unfinished)
   Greaves: (unfinished)
   Helms: scratched kettlehelms, ill-fitting caps (unfinished)
   Gloves/Boots: nothing
   Shields: serrated bucklers (unfinished)
   Materials: rusty iron, old steel (unfinished)
   Itemcorpse: blood

Status: UNFINISHED

Orcs: Strong, sieger, fighter, rage, has heavy but crude armor/weapons, mostly melee, brings trolls/creepers. Evil.
   Weapons: (adj:orcish) cutta, basha, flail, waaagh axe, thud, slasha, blade, choppa (unfinished)
   Ranged Weapons: makeshift crossbow, makeshift bow (unfinished)
   Ammo: jagged/bodkin arrows/bolts (unfinished)
   Armor: crude breastplates, ripped mail shirt (unfinished)
   Greaves: (unfinished)
   Helms: bent pothelms, crude helms (unfinished)
   Gloves/Boots: nothing
   Shields: serrated targes (unfinished)
   Materials: rusty iron, old steel (unfinished)
   Itemcorpse: blood

Status: UNFINISHED

Undead: The walking dead, no feelings, no agenda, no items. A plague on the land.
   Weapons: nothing, natural saliva
   Ranged Weapons: nothing
   Ammo: nothing
   Armor: nothing, natural pain and bloodlessness
   Greaves: nothing
   Helms: nothing
   Gloves/Boots: nothing
   Shields: nothing
   Materials: nothing
   Itemcorpse: blood (unfinished)

Status: FINISHED

Frost Giants: Gigantic, natural steel weapons/armor over ice bodies, melee only, end-boss-style 1.
   Weapons: nothing, natural weapons, part of body.
   Ranged Weapons: nothing, natural breath attack
   Ammo: nothing
   Armor: nothing, MAYBE a real one ?  (unfinished)
   Greaves: nothing, natural armor
   Helms: nothing, MAYBE a real one ?  (unfinished)
   Gloves/Boots: nothing
   Shields: nothing, MAYBE a real one ? bulwark (unfinished)
   Materials:  dry ice, icecold steel (unfinished)
   Itemcorpse: water

Status: UNFINISHED

Automatons: Metal skin, explosion upon death, silent killers, ranged only, end-boss-style 2.
   Weapons: nothing
   Ranged Weapons: 8 types of guns
   Ammo: 2 types of bullets
   Armor: nothing, natural metal skin, MAYBE a real one above it ?  (unfinished)
   Greaves: nothing, natural metal skin
   Helms: nothing, natural metal skin, MAYBE a real one above it ?  (unfinished)
   Gloves/Boots: nothing
   Shields: nothing, MAYBE a real one ? plate (unfinished)
   Materials: iron, steel (unfinished)
   Itemcorpse: special mechanical thingy ? (unfinished)

Status: UNFINISHED

Warlocks: Evil, steals children, dark magic, frightening appearance, magic barriers, weapons with special attacks
   Weapons:  (unfinished)
   Ranged Weapons: nothing, natural magic skills
   Ammo: nothing
   Armor: cloaks (unfinished)
   Greaves: (unfinished)
   Helms: raven mask, owl mask, rat mask, wolf mask (unfinished)
   Gloves/Boots: nothing
   Shields: barriers (unfinished)
   Materials: magic, runic, glyphic (unfinished)
   Itemcorpse: blood

Status: UNFINISHED

############################################################################################

Kobolds: Weak, steals things, drops loot upon death, leather armor and robes/hoods, daggers and bows. Flees quickly
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: (unfinished)
   Armor: (unfinished)
   Greaves: nothing (unfinished)
   Helms: deepset hoods (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials: leather (unfinished)
   Itemcorpse: bag of loot, all kinds of random treasures inside (unfinished)

Status: UNFINISHED

############################################################################################

Troglodytes: Stupid, brute, blind. Crude armor, blunt weapons, hunts in groups in the caverns.
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: (unfinished)
   Armor: (unfinished)
   Greaves: nothing
   Helms: (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials: rusty iron, old steel (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

Antmen: Strict caste system, big groups, camps, spears and natural chitin armor, terretorial.
   Weapons: (unfinished)
   Ranged Weapons: nothing
   Ammo: nothing
   Armor: (unfinished)
   Greaves: nothing
   Helms: (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials:  chitin (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

Batmen: About to be replaced, should be corrupted/deep/chaos/lost somthing, with full equipment. Genesis Deep Ones maybe?
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: (unfinished)
   Armor: (unfinished)
   Greaves: (unfinished)
   Helms: (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials: deepiron, deepsteel (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

Gremlins: About to be replaced, should be serpentmen, with natural poison effects. Evil albino snakes with weird gods.
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: (unfinished)
   Armor: (unfinished)
   Greaves: (unfinished)
   Helms: (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials: scale  (unfinished)
   Itemcorpse: blood (unfinished)

Status: UNFINISHED

############################################################################################

General ideas concerning cavern races:
   Replace gremlins with serpentmen that have natural poison bites, and/or poison spit.
   Replace batmen with deep/chaos/corrupted dwarves, fully armor clad, good weapons.
   Replace troglodyte civ with "blind" troglodyte race. No ranged weapons, and you can sneak by.
   Give Antmen natural chitin armor ?

Possible ? Hell civ. (cavern linked entity with depths:5:5) Wouldnt they clash with normal demons ? And become friendly ?
Possible ? Friendly cavern civ. No traders, but spawns friendly units in caverns/camps

############################################################################################

Hell civ: Chaotic, demons or corrupted beings, seriously hard enemies. Think fire version of frost giants, but harder.
   Weapons: (unfinished)
   Ranged Weapons: (unfinished)
   Ammo: (unfinished)
   Armor: (unfinished)
   Greaves: (unfinished)
   Helms: (unfinished)
   Gloves/Boots: nothing
   Shields: (unfinished)
   Materials:  (unfinished)
   Itemcorpse:  (unfinished)

Status: UNFINISHED
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: More Character in MasterworkMod
« Reply #1 on: February 11, 2012, 07:34:25 pm »

Give serpentmen your new lamellar armor?

I don't yet understand quite what you have in mind for the 3 caverns but I like the idea of differentiating them. 

>> Kobolds never seem to show up on the worldgen though, same for the cavern civs.

In 1.1, I've seen Kobolds and Antmen, at least.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More Character in MasterworkMod
« Reply #2 on: February 16, 2012, 05:56:29 pm »

About the caverns:

1. cavern looks like a cave, with fungiwood, green/blue fungi grass, spiders...
2. cavern looks like a lost world. Dinosaurs, palmtrees/normal trees, green grass...
3. cavern looks like a newly dicovered world, bloodthorn, elemental golem, strange things...

I dont know how fast the biology would mix after you breach several ones though. Or when they are connected with these little ramp-ways you find sometimes.

And wow, only one reply. ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::