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Author Topic: DF Valentines Day update Knowledge Database (What we know so far)  (Read 21491 times)

Nihilist

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #90 on: February 18, 2012, 03:31:44 pm »

My understanding is that its the level under, so
Code: [Select]
R77777RRRRRROOOOOOOO
RRRRR7777777777777RR
RRRRRRRRRRRRRRRRRRRR
or
Code: [Select]
R77777RRRRRRRROOOOOOO
RRRRR7RRRRRRRR777777R
RRRRR7777777777RRRRRR
RRRRRRRRRRRRRRRRRRRRR
R=Rock 7=Water O=Open
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The Grackle

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #91 on: February 18, 2012, 04:29:21 pm »

Adventure Mode Lore:

If a person with a were-curse bites you, they have to be in their were-form to pass on the curse.  Chopping off a peasant's feet and hands and letting him nibble on you, won't do anything.

Also, corpses don't animate by themselves around mummies/necromancers  in tombs/Towers. It's not an environmental effect.  The mummies/necros have the ability to raise dead in their line of sight.  So, if you throw the bodies over the horizon, they won't animate.  If you keep body parts in your backpack when you meet one, they will animate.

I don't know what causes the mummies to wake up. If it's coming within one or more squares of their coffin, it might work vertically too, because I've had them awaken before I ever saw their coffin. 

Mummies move erratically. They move slowly and then have sudden bursts of speed, meaning they'll rush at you out of nowhere.  If you recruit one, you can see this as you walk along. 
« Last Edit: February 18, 2012, 04:37:22 pm by The Grackle »
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Mohreb el Yasim

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #92 on: February 18, 2012, 06:25:58 pm »


Quote
Necromancers show up with neither a birth nor death entry in the legends.

false - i had a necormancer born later then world genning and it showed up nomraly in legends ... (but they wont easyly have a death day as they are immortal and quite powerfull)
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Splint

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #93 on: February 18, 2012, 06:29:36 pm »

And so the oddest combination of adventurers was born from this thread.

I imagined
A human necromancer with an Ironlongsword for some reason as the leader.
2 ratmen with thier poison coated wood spears
1 mummy with a battleaxe
1 dwarf dual-weilding swords
1 elf and his war bear
3 human soldiers
and a small host of former comrades brought back to continue thier war along side thier leader.

Kofthefens

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #94 on: February 18, 2012, 07:23:52 pm »


Cannot stop a job once it has begun (i.e. digging, chopping down a tree) (Needs verification)


Was true but has been fixed.
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MadocComadrin

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #95 on: February 19, 2012, 12:43:00 am »


Quote
Necromancers show up with neither a birth nor death entry in the legends.

false - i had a necormancer born later then world genning and it showed up nomraly in legends ... (but they wont easyly have a death day as they are immortal and quite powerfull)
And I can confirm that they have a death date as well, as I just slew a bunch of them in Adventure mode and retired to check out the legends.
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TinyPirate

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #96 on: February 19, 2012, 01:13:22 am »

I am sure the below questions have been considered and reported on, but I would like them confirmed, of possible?

- Necromancers can either be on map, or invade. Their presence causes nearby (or all?) dead things to rise.

- Necromancers can be dwarf immigrants? Yes? And caravan people? What causes them to animate dead stuff in the fortress? Do they turn hostile when they do?

- The dead rise always in evil areas, but only when killed by undead or in the presence of Necromancers in other biomes?
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Broseph Stalin

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #97 on: February 19, 2012, 01:34:52 am »

I am sure the below questions have been considered and reported on, but I would like them confirmed, of possible?

- Necromancers can either be on map, or invade. Their presence causes nearby (or all?) dead things to rise.

- Necromancers can be dwarf immigrants? Yes? And caravan people? What causes them to animate dead stuff in the fortress? Do they turn hostile when they do?

- The dead rise always in evil areas, but only when killed by undead or in the presence of Necromancers in other biomes?

Number 3 is not true. Being killed by the undead does not make the victim rise again and the dead only rise in some areas.

Splint

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #98 on: February 19, 2012, 01:36:52 am »

I am sure the below questions have been considered and reported on, but I would like them confirmed, of possible?

- Necromancers can either be on map, or invade. Their presence causes nearby (or all?) dead things to rise.

- Necromancers can be dwarf immigrants? Yes? And caravan people? What causes them to animate dead stuff in the fortress? Do they turn hostile when they do?

- The dead rise always in evil areas, but only when killed by undead or in the presence of Necromancers in other biomes?

Necromancer may decide to visit if you embark near a tower. I had one spend 8 months in ambush reanimating a few dead animals that my soldiers had killed, basically harrasing my attack dogs and annoying my soldiers.

If they come to live at your fortress, I'd imagine he himself won't be hostile, but his creations might. Could be a good way to weaponize the undead in this case though.

The dead don't explicityly rise all the time in evil biomes. I have one that's got several dozen dead animals that are staying dead (My weather is Nauseating goo, causes anything smaller than a cat to puke itself to death via blood vomit)

Eric Blank

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #99 on: February 19, 2012, 01:48:00 am »

So, do we acknowledge any limits on how horrible evil rains could be? Quite literally; what is the worst that could possibly happen with rain?

And is there any knowledge of how benign it is possible for mists to be? Guaranteed death or horrible transformation?
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Broseph Stalin

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #100 on: February 19, 2012, 02:18:49 am »

So, do we acknowledge any limits on how horrible evil rains could be? Quite literally; what is the worst that could possibly happen with rain?

And is there any knowledge of how benign it is possible for mists to be? Guaranteed death or horrible transformation?
According to Toady there are limits on the rain but I haven't seen them. I frequently see fatal rain and I've had  rain turn dwarves into husks on contact which is essentially the epitome of badness.

TinyPirate

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #101 on: February 19, 2012, 03:07:28 am »

Thanks. So likelihood of rising dead is kinda dependent on the zone and also whether a necromancer is about. Ta. Have to fund out about citizen Necromancers!
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Broseph Stalin

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #102 on: February 20, 2012, 03:18:09 pm »

First hand science says that a fort made entirely out of vampires will not crumble.

Splint

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Re: DF Valentines Day update Knowledge Database (What we know so far)
« Reply #103 on: February 20, 2012, 03:30:25 pm »

First hand science says that a fort made entirely out of vampires will not crumble.

The Immortal fortress....
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