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Author Topic: [0.34.1] Witchcraft Mod (0.6 version) - magic, potions and crafting, Phoebus  (Read 39245 times)

Sanguine

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #60 on: February 15, 2012, 06:26:24 am »

So uh... I just got myself crippled, crawled to a Fortress, met some dudes who were happy to help me and went to leave. Suddenly they revealed themselves as Witcher Axemen/Pikemen and this happened... Is this normal?

Spoiler (click to show/hide)
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Once liquids are implemented properly, you could set up a mandatory test involving potential military dwarves swim through a sea of blood on their way through the testing.

Rumrusher

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #61 on: February 15, 2012, 07:34:16 am »

yes witcher's can burn you and make you angry that you're burning.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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Deon

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #62 on: February 15, 2012, 07:59:59 am »

POP_RATIO:0 does not seem to work.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rumrusher

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #63 on: February 15, 2012, 08:25:45 am »

Did you figure out what wrong with raise dead when they just kill each other and attack you?
Welcome to where I was back in 31.25. best to just use them as traps and kite them to your enemies.
though I guess it's the whole not being undead your self.
I wonder if you could turn yourself into a ghost with interactions?
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Ult1mara

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #64 on: February 15, 2012, 08:27:14 am »

Here is the Preview I have for this mod Deon. Hope u like it ^_^

Witcher Mod By Deon

Preview

Spoiler (click to show/hide)

Preview Ratings

Spoiler (click to show/hide)
« Last Edit: February 15, 2012, 08:30:13 am by Ult1mara »
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http://www.bay12forums.com/smf/index.php?topic=84405.0

Sentientdeth

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #65 on: February 15, 2012, 08:58:42 am »

Oh god. I should nerf the potions a bit (I will upload them soon). I've quaffed a strength potion and threw a bandit. He flew at tree and exploded in gibs.

Then I quaffed a hero potion near a giant. I took his kick to my face and then I punched him out in one hit.

Some balancing is needed.

This nearly made me piss myself! Hahahahaha!  Deon is the man!
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Deon

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #66 on: February 15, 2012, 09:20:37 am »

I don't try to make it like "The witcher". The witcher universe is different. Witchers/witches are just people with magical powers. The logo is misleading :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rumrusher

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #67 on: February 15, 2012, 10:20:14 am »

Oh god. I should nerf the potions a bit (I will upload them soon). I've quaffed a strength potion and threw a bandit. He flew at tree and exploded in gibs.

Then I quaffed a hero potion near a giant. I took his kick to my face and then I punched him out in one hit.

Some balancing is needed.

This nearly made me piss myself! Hahahahaha!  Deon is the man!
wait what are these potions again so I could uhh... work them into my large list of spells.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Trapezohedron

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #68 on: February 15, 2012, 10:30:30 am »

Oh god. I should nerf the potions a bit (I will upload them soon). I've quaffed a strength potion and threw a bandit. He flew at tree and exploded in gibs.

Then I quaffed a hero potion near a giant. I took his kick to my face and then I punched him out in one hit.

Some balancing is needed.

This nearly made me piss myself! Hahahahaha!  Deon is the man!
wait what are these potions again so I could uhh... work them into my large list of spells.

Oh em gee. MUST UTTERLY AND THOROUGHLY ANALYZE HOW YOU DID THINGS, SO I CAN THROW KOBOLDS INTO GIB HEAVEN.
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Rumrusher

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #69 on: February 15, 2012, 11:27:08 am »

well playing the Witch'er' mod and come to a crazy conclusion
flaming zombies are awesome if you can get them to work properly.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Gizogin

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #70 on: February 15, 2012, 11:31:09 am »

I noticed a little issue with the "raise dead" ability:


I selected 10 corpses, though it's supposed to be limited to four.  The ones that only target one creature or location respect that limitation.
I'm not sure if this is specific to the mod, or if it's a general problem with abilities.

Another note:  Becoming a vampire gives you control over the corpses you raise.  They'll immediately join you as companions.
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Master Catfish

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #71 on: February 15, 2012, 11:33:20 am »

Well, this looks amazing.  Posting to watch and eventually get the mod for myself.  I had no idea the new update made all this stuff possible!  You are amazing, Deon.
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Deon

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #72 on: February 15, 2012, 11:38:49 am »

I noticed a little issue with the "raise dead" ability:


I selected 10 corpses, though it's supposed to be limited to four.  The ones that only target one creature or location respect that limitation.
I'm not sure if this is specific to the mod, or if it's a general problem with abilities.

Another note:  Becoming a vampire gives you control over the corpses you raise.  They'll immediately join you as companions.
Oops. I limited it to a range of 4 instead of 4 targets, thanks, I will fix it :).
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Rumrusher

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #73 on: February 15, 2012, 11:40:04 am »


I noticed a little issue with the "raise dead" ability:


I selected 10 corpses, though it's supposed to be limited to four.  The ones that only target one creature or location respect that limitation.
I'm not sure if this is specific to the mod, or if it's a general problem with abilities.


Another note:  Becoming a vampire gives you control over the corpses you raise.  They'll immediately join you as companions.
what I don't see any problems why would you say that. though to answer the vampire bit that's because your "undead" and undead folks don't attack other undead due to being on the same faction.
so has any one found out how to turn into a ghost? I love the idea of becoming a lich.
« Last Edit: February 15, 2012, 11:45:18 am by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Ult1mara

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Re: [0.34.1] Witcher Mod (0.4 version) - magic, potions and crafting
« Reply #74 on: February 15, 2012, 11:42:33 am »

I don't try to make it like "The witcher". The witcher universe is different. Witchers/witches are just people with magical powers. The logo is misleading :).

might be good to change the title a little so that ppl dont get confused?
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Dwarf Fortress Mod Reviews
http://www.bay12forums.com/smf/index.php?topic=84405.0
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