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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 2278340 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1215 on: May 06, 2012, 11:32:05 pm »

Exactly. Where's the fun in that?

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1216 on: May 06, 2012, 11:54:27 pm »

The bodypart blast radius. But if you meant "Fun" instead of "fun", then nowhere. No Fun to be had in bodyparts getting flung 500 feet.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1217 on: May 07, 2012, 12:15:11 am »

I meant it as in !!FUN!!

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1218 on: May 07, 2012, 01:56:00 am »

Ah, they didn't originally have trances. They were given them partway through Syrupleaf to make them more difficult. "They have begun imitating our battle style!"

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1219 on: May 07, 2012, 01:59:07 am »

Ah, but these ones can pick locks, communicate, and have mastered the art of stealth and scouting (which is what the thieves represented.) Oh and they can make more spawn via zombie-esque  bite transference of thier dark energies.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1220 on: May 07, 2012, 02:29:09 am »

Also you can't get Super Saiyan dwarves like you can in 40d.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1221 on: May 07, 2012, 02:33:46 am »

Although they do get pretty huge accuracy boosts when they trance.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1222 on: May 07, 2012, 07:36:23 am »

Hmm... I find it off that we haven't been hit with a vampire yet. It's strange.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1223 on: May 07, 2012, 11:43:32 am »

That's because there aren't any. The Spawn is bad enough. I was considering it but decided against it by sheer virtue of expecting debilitating loses.

And I was right, since we're actually far under populated for what I was expecting.

Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1224 on: May 07, 2012, 02:07:32 pm »

Aw, but that would've made for epic writing. lol   All of dwarfkind going vampire in order to survive and fight off the spawn...
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1225 on: May 07, 2012, 03:12:54 pm »

Actually it would defeat the purpose. Both in game terms and story wise.

And we've already lost enough people to the spawn. The vamps were deliberatly left out because I knew such a situation could arise, and we didn't need a vampire killing Fischer or Draignean in thier sleep.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1226 on: May 07, 2012, 04:34:20 pm »

Boo! That's exactly the kind of unfairness this place lives on. They could be like agents of Spawn.

D'aw well, I'll probably get an update tonight.
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Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1227 on: May 07, 2012, 06:09:07 pm »

Losing your best murderdorf in his sleep is anticlimactic, IMO.  Not to mention frothing rage inducing.
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1228 on: May 08, 2012, 12:34:31 am »

While I'm fine with the no vampires thing, I think Splint should have stated it in the OP :-\ Meh, no harm done, really.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1229 on: May 08, 2012, 03:22:27 am »

Losing your best murderdorf in his sleep is anticlimactic, IMO.  Not to mention frothing rage inducing.

This. We probably would have already lost the fortress if either of those fools had gotten killed by a vampire.

Plus I figured it'd be pretty obvious early on there weren't any.

Boo! That's exactly the kind of unfairness this place lives on.

Yeah, but think about it. The godsdamn medical crew has killed as many people as a vampire would have if not more in a short period. And to reiterate, I was expecting to be suffering pretty badly as it stands at the hands of the Spawn, and wanted to keep our best people alive instead of them dying both anticlimactically and ina manner that would have made me put my fist through my monitor. (It's really one of the only things I leave out in world gen, since they like killing my legendary miners and soldiers. That shit no fly with Splint.)

And is everyone dwarfed? I haven't been answered and I'd like to update the list.
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