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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 2280138 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5070 on: September 01, 2012, 07:13:37 am »

I took it out before embark. They're bad enough as it is, and I figured if we really absolutly had no choice we could rig up traps in chokepoints and such to at least slow them down, cause locked doors sure as shit won't since they should still have the lockpicker tag, so thier scouts would get a nasty suprise after unlocking a door.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5071 on: September 01, 2012, 08:00:31 am »

Hrm... All right... At least we have that figured out.
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5072 on: September 01, 2012, 08:19:49 am »

Ah, your custodianship is grand, Talvi! You've knitted it all together in a way that makes it easy to read.

And yeah, I like the idea of the spawn being capturable. Dwarven ingenuity > brawn.
Could also be a bit of a homage to Chance II in Syrupleaf, with his studying of a dead spawn, and eventual animation of said spawn corpse as a mining automaton.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5073 on: September 01, 2012, 08:26:43 am »

I need to vent because I just lost an adventurer not to combat or general  lack of supply. I got stuck in acave because my safty fires would go out and I was too stupid to just walk over them.

Spoiler (click to show/hide)

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5074 on: September 01, 2012, 08:31:20 am »

Um?
You can always savescum. :P

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5075 on: September 01, 2012, 08:35:18 am »

No. No you can't. Not when you haven't saved, not expecting to live that long. I killed a giant while crippled and crutchless with a fighting knife. I killed several dozen wolf packs and wiped out a modbold gang while crippled. What killed me? Having to "starve to death" because the safty fires I lit in a cave wouldn't go out.

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5076 on: September 01, 2012, 08:54:51 am »

Yeowch. That caught me out many a time.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5077 on: September 01, 2012, 09:33:18 am »

Usually, in adv. mode, I just sleep as far through the night as I can, and when the bogeymen come, I run. I've run til morning several times, but I usually prefer to see if I can kill several of them to send them packing. This requires getting lucky with their random generation, and them being weak...
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5078 on: September 01, 2012, 09:37:38 am »

The best way (Ubiq suggested this to me in the Dawn of Time challenge thread) is to make a box of fires, and dump your water on the ground. Infinite watersource. Then practice by throwing water at the bogeys. If they're sufficiently injured they leave and tag team with another bogie; there's a finite amount per night so you'll eventually cripple them enough.

There was one who I oneshotted with a thrown water.

"The spinning water laced with bogeyman blood strikes the bogeyman in the upper body, tearing apart the lung!
The bogeyman pulls out and drops the water.
The bogeyman has bled to death."

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5079 on: September 01, 2012, 01:06:14 pm »

what i want to find: a dwarf with minimal relatives ether alive or in the fort. bonus if a athiest
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Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5080 on: September 01, 2012, 02:02:15 pm »

Didn't a spawn immigrate at some point, or was that Splints alt-fort?
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Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5081 on: September 01, 2012, 02:54:32 pm »

That was Splint's alternate timeline, which is why I didn't put the quote someone suggested up on the front page (at least, I think I didn't).

quickedit: Good, I didn't. I didn't want to confuse people with what actually happened.
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5082 on: September 01, 2012, 09:26:10 pm »

I don't think, Asea, that there's any dwarf with NO worship. I think the least you'll get is a dwarf who's a 'dubious worshipper' of only one deity.

There are plenty of dwarves with minimal to little relatives. EG: Rose has no relatives.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5083 on: September 01, 2012, 09:26:51 pm »

A good chunk of our population doesn't seem to worship a damn thing actually.

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #5084 on: September 01, 2012, 10:24:37 pm »

A good chunk of our population doesn't seem to worship a damn thing actually.


Spearbreakers: Because in this place, there are no gods. There is only Fischer.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.
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