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Author Topic: Devlog - conditional interactions, aka "more baby magic system"  (Read 1710 times)

Frelus

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Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #15 on: November 13, 2011, 02:54:42 pm »

I wonder if you can give it healing powers, maybe even to the extend of limb regrowth.
Would be pretty cool, expessialy on, lets say, ballista arrows:
"The ballista arrow strikes Urist McSeveredArm in the upper body.
The upper body is perforated.
The right arm grows back.
The upper body is no longer perforated."
Imagine this, GOBLINS
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It's all fun and games until someone gets hurt. Then it's Fun and Dwarf Fortress.
My trade depot is set to flood with water at the pull of a lever.  It's deep in the tunnels with easy drainage.  I call it my "water for goods" trading policy.

thegoatgod_pan

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Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #16 on: November 13, 2011, 06:54:11 pm »

Imagine the whole tissue shifting thing and then dwarven druids--design a caste of dwarves who change shape progressively into anything as long as they consume the relevant creature's raw meat.  Settle such a dwarf in a cavern and feed it forgotten beast. Profit as your homegrown horror is let loose on the countryside.  Also possibilities seem to include old night creatures retroactively---e.g. settle on a night freaks lair, let it contaminate your fort, breed you own clan of night freaks as defense.
Hell, you can make kitten blood explode into cave-in dust when it touches air and get a real kitten bomb going.


My favorite part is that this whole crazy aspect was added to the game for the sole, obsessively precise reason of letting vampire fangs grow out while they feed
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Putnam

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Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #17 on: November 13, 2011, 07:15:29 pm »

Obsessive preciseness is the reason this game is so great.

ASCIt

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Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #18 on: November 16, 2011, 09:32:31 am »

I can see it now:

A dwarf is bearding along, bearding his beard while thinking of beards and socks, when suddenly, a wild Minotaur appears!

Thinking quickly, Urist McPokemon grabs a [/i]second beard![/i]

What? Urist McPokemon is evolving!

♫evolution music plays♫

Congratulations, Urist McPokemon has evolved into Urist McFalcon!

Urist McFalcon used PAWNCH!

It's super effective!

The Minotaur has been struck down.
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This is a very dorfy thread, and you WILL read it.

Mapleguy555

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Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #19 on: November 16, 2011, 10:13:37 am »

Fuck this next update.

It's seriously so good it's wrapped around to negative.

Holy shit this is going to be Candy.

I was excited about the interactions, but worried that it wouldn't live up to my expectations.

Today's devlog just completely washed away all trepidation.

FTFY.
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Kofthefens

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    • Marshland Games
Re: Devlog - conditional interactions, aka "more baby magic system"
« Reply #20 on: November 16, 2011, 11:56:49 am »

*drools with joy*
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