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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2277938 times)

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1200 on: May 06, 2012, 03:14:14 pm »

Bone bolts, while not as strong as metal bolts, have the advantage of being very light on resources. :D

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1201 on: May 06, 2012, 03:16:27 pm »

plus your not wasting metal. also its a renewable resorse so its green and BLOODY to.
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Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1202 on: May 06, 2012, 03:25:07 pm »

Spawn are immune to syndromes aren't they?

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1203 on: May 06, 2012, 03:28:35 pm »

i hope not.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1204 on: May 06, 2012, 03:30:05 pm »

Spawn are immune to pain, and at best if thier did have blood, it's an immobile congealed mess that can transfer much of anything. So unless it's an inhalled thing that attacks the nervous system (And even then if it'd work is doubtful) They'd be immune. The incident with the black mambas and slothbear taught us that much.

If the goblins or other... for lack of a better term, true biotics actually attacked  more frequently I'd say go for it and mess thier shit up with bolts, though it isn't quite fair because Goblins lack any kind of rangers in this little timeline of history -Insert trollface- Problem Goblins?

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1205 on: May 06, 2012, 03:40:48 pm »

They have [NOPAIN][NOFEAR][NOEXERT][TRANCES] if I remember correctly.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1206 on: May 06, 2012, 03:52:15 pm »

And don't die from blood loss either.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1207 on: May 06, 2012, 05:06:17 pm »

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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1208 on: May 06, 2012, 05:46:27 pm »

I don't think they have either actually.
They just really don't play well with others.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1209 on: May 06, 2012, 06:37:43 pm »

They have trances and rage?

Holy shit.
Spawn? Nawwwwwww, Spawn don't have trances. They don't have rage, either. They were going to, but the almighty god Splint said to Armok, "Please, for the love of yourself, I'd like the fort to live past year two!" And Armok listened, and the tags were removed, far back in the reforging of the world.

Wanna see something fun, though? Drop a Holistic Spawn into a pit of lava via a retractable bridge and watch him burn. Watch him burn, because that's all he'll do. He won't die. Look on it and congratulate yourself for producing a flaming, pissed-off spawn. And no, they're not fireimmune, but they sure act like it.

Spawn are immune to syndromes aren't they?
Spawn are immune to just about everything. Trying to poison them gets you a message like, "the venom splatters against the Holistic Spawn 1's skin!" They're twisted undead (not really) demonic, supernatural abominations, what did you expect? :P Still, sounds cool... Picking up a snake and saying, "Let's go hunt some demons." Sounds dangerous and dwarfy.

EDITed: my typos annoy me.
« Last Edit: May 06, 2012, 09:10:58 pm by Talvieno »
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1210 on: May 06, 2012, 06:45:54 pm »

Hence why I said no magma based traps.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1211 on: May 06, 2012, 08:23:35 pm »

Spawn can become enraged. During the battle against Fischer, two of them went angry and put him in the dodge-dance.

Also, I think we're going to need a second set of traps in front of the spike one (as it stands, all the spike one can do is wound them). Maybe I can find a way to drop the Spawn from the surface all the way to the third cavern layer (and beyond?).

Though I guess instant-explode free win traps are against Spearbreakers policy.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1212 on: May 06, 2012, 08:31:20 pm »

Even that isn't a guarenteed kill. I max dropped one in arena, and all that happened was one arm and some teeth popped out.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1213 on: May 06, 2012, 08:51:34 pm »

It's around 150-200 zlevels from the surface to hell, I'm pretty sure anything that falls that far literally stops existing.
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Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1214 on: May 06, 2012, 09:09:44 pm »

It's around 150-200 zlevels from the surface to hell, I'm pretty sure anything that falls that far literally stops existing.
I'd like to see the blast radius of severed body parts... lol   No blood trails, sadly, but still.   But no, you're right, it's kind of against Spearbreakers rules to have a free-win trap.
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