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Author Topic: Curses and becoming night creaures  (Read 694 times)

ScriptWolf

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Curses and becoming night creaures
« on: October 10, 2010, 10:25:05 am »

Withe new stuff being put into adventure mode soon mostly the night creatures i was thinking for both adventure mode and dwarf fortress mode you/your dwarfs can be cursed when trying to kill these creatures... so say like in dwarf fortress mode your squad kills a werewolf but your captain is heavily wounded he has a 20% chance of being infected with lycanthropy and then if he was infected you would have to cage him or kills him because everynight he would become a werewolf.... and then in adventuremode this would be good to where you had a certain percentage of becomeing the creatures you are trying to kill i think it would be cool being a werewolf in the normal unmodded DF and then you could put in more features for when you are a werewolf (feeling to lazy to put some in right now anyone got any ideas for being a night creature?) but also if in adventuremood we can become the creatures can we have more than just werewolf and vampires... like in the update bit you had a post on what trolls and how hags created them... it would be cool if how like if you slept in the wild or in a town with a hag near it you had a chance of being kidnaped by her (higher if your more famous) and being turned into a troll and then the hag gives you quests as you slowly become more of a troll... and if you did not want to be a night creature then there were quests to get rid of the curse.. but also could have more were creatures like wererat, werebear ect ect.... and also for some nightcreatures for both DF mode and adventure mode some weapons will only hurt the night creature while other will kill it outright so if you did plan to attack the you would have to search around for info and what hurts these night creatures ect ect....
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GaxkangtheUnbound

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Re: Curses and becoming night creaures
« Reply #1 on: October 10, 2010, 10:32:37 am »

Already on the Dev Page
Search for 'Night creatures and undead'
EDIT:Some of these ideas, however, may be worthy of mention to the Toady One.
« Last Edit: October 10, 2010, 10:34:53 am by GaxkangtheUnbound »
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ScriptWolf

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Re: Curses and becoming night creaures
« Reply #2 on: October 10, 2010, 10:47:56 am »

hmm i never saw that on the dev page and i have been throug hit a few times :P and thanks :) im hopeing some of these ideas could make it :)

also i just wanted to add that there could be a lot more different types of nightcreature than just werewolf and vampire and like along with the hag bit i was talking about sometimes you can just be picked at random and kiddnaped or something and then changed into different nightcreatures, and also have collections of nightcreatures would be good aswell so like for example if you became a werewolf you could find a pack and join it and get quests from the alpha were(creature) and try and work your way up the pack ladder, and like for vampire you could find coverns of them and stuff liek that so if you were a night creature slayer you could get quests to kill whole covens / packs / what ever else you want to call groups of night creatures. but also giveing the nightcreatures a social system like all the other races do
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Urist McCheeseMaker

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Re: Curses and becoming night creaures
« Reply #3 on: October 10, 2010, 12:59:47 pm »

Being turned into that dusk ogress' mate in adventure mode would cause some issues, I think. I mean, a lot of players are disgusted by bodily waste. What about being raped by an eyeless, horned hag?

Some, on the other hand, would be quite amused if it went into the same level of detail as most combat does. Schadenfreude for your character.
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ISGC

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Re: Curses and becoming night creaures
« Reply #4 on: October 10, 2010, 01:55:19 pm »

wouldn't it be interesting if there was a sort of karma scale for killing creatures.  Like, if your dwarf has a kill list consisting entirely of unicorns, it could have a chance of getting cursed (well, maybe not unicorns, but whatever).  Actually, now that I think about it, that might not work out if there aren't any evil oriented creatures around, but it's just an idea.
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KaguroDraven

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Re: Curses and becoming night creaures
« Reply #5 on: October 10, 2010, 01:58:01 pm »

Maybe, eventuilly, if you kill alot of good creatures or innocents two things happen
1)Evil creatures flock to you to join you(or get less hostile in evil areas and might join you if you do enough)
2)NPCs come hunting after your 'evil', people from no civ or a civ you've never harmed, and yet the people of that civ ignore you, it's only these crazy 'adventurers' who come to hunt you down.
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Mel_Vixen

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Re: Curses and becoming night creaures
« Reply #6 on: October 10, 2010, 07:21:00 pm »

Good and bad will actually be removed. The bad and Good biomes make way for sphere based lands so a kharma-meter based on good/bad kills is not that likely. Curses from some kind of entity would work though.
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AngleWyrm

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Re: Curses and becoming night creaures
« Reply #7 on: October 11, 2010, 05:46:13 am »

What do you mean "sphere based"? Details please
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Funk

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Re: Curses and becoming night creaures
« Reply #8 on: October 11, 2010, 06:13:12 am »

from the wiki "Understanding spheres

A being such as a deity, demon and occasionally megabeast may come to represent or epitomize certain things like emotions, qualities, terrain, and items. They are called "spheres". As an example from real-world mythology, the Greek goddess Athena is goddess in the "spheres" of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom. "
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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