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Poll

Vampire Rework?

Make all vampiric effects only activate once the new vampire has sucked blood.
- 26 (29.5%)
Make any special abilities only activate once the new vampire has sucked blood.
- 25 (28.4%)
Make any physical changes only take place once the new vampire has sucked blood.
- 7 (8%)
Make the transformation skill only available after sucking blood.
- 11 (12.5%)
Keep everything the same.
- 19 (21.6%)

Total Members Voted: 86


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Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 126358 times)

Trapezohedron

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Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #300 on: April 09, 2013, 11:27:50 pm »

Is there be regen potions?
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Xangi

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Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #301 on: April 09, 2013, 11:30:17 pm »

Is there be regen potions?
Indeed there are, they both do the same thing, but require a different material.

EDIT:Figured out the issue, the CE_SPEED_CHANGE doesn't seem to disengage or something, gonna work on it. For now though, you WILL take a permanent speed hit if you use a buff that impacts speed. Be warned.

EDIT2: OR NOT, it is just a side effect of the physical attribute change coming off. Weird.

EDIT3: Well... shit, the Werechameleon buff has no end on it for the "Vanish" skill. Whoops. Gotta fix that up. God damnit how did I miss so much?
« Last Edit: April 10, 2013, 12:06:30 am by Xangi »
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Xangi

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Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!* NEW POLL
« Reply #302 on: April 10, 2013, 03:48:03 pm »

Bump for poll, I'm working on those werebeast buffs a bit, in hindsight they're a tad ridiculous. I encourage anyone who cares to vote on what they want, I'll be doing some testing today to see what's viable and what isn't.

EDIT: It appears that any physical attribute change can trigger this speed loss, though only down to around 1450, which is probably the normal human peak speed. Because of this, I'm going to avoid adjusting physical attributes as much as possible.

EDIT2: In fact, it's any adjustment of ANY attribute, not just physical. That sucks a bit.

EDIT3: Update on that werebeast nonsense, I've retweaked both the buffs and the creatures themselves a bit. Biting should be more common, and you can now gain (but not lose) attributes as a werebeast. White Werewolves also have had a slight buff added to them when they transform to compensate for the fact that they get no normal agility or toughness buff. Red Werewolves also had their strength buff decreased a bit since it was somewhat absurd that they were stronger than polar werebears.

EDIT4: Welp, 3 votes, 33% in every sensible category. I guess that means I decide.
« Last Edit: April 11, 2013, 12:52:34 am by Xangi »
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http://www.bay12forums.com/smf/index.php?topic=103747.0

Xangi

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #303 on: April 11, 2013, 01:18:00 am »

Boomp, updated. Check the BUFFS section for the main changes.
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Trapezohedron

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #304 on: April 11, 2013, 02:00:33 am »

Does Regenerative Cocoon starve you to death when used?
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #305 on: April 11, 2013, 02:06:14 am »

Does Regenerative Cocoon starve you to death when used?
Nope. The form you transform into has NO_EAT and NO_DRINK
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Previous mod (34.11):
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Trapezohedron

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #306 on: April 11, 2013, 02:08:55 am »

Figures.

Anyway, I can't seem to find the cocoon form in the raws. Where'd you keep it?
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #307 on: April 11, 2013, 02:09:41 am »

Figures.

Anyway, I can't seem to find the cocoon form in the raws. Where'd you keep it?
Heheheh, my little secret.

Spoiler (click to show/hide)
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Previous mod (34.11):
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Trapezohedron

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #308 on: April 11, 2013, 02:17:54 am »

Wait...

Spoiler (click to show/hide)
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
« Reply #309 on: April 11, 2013, 02:21:53 am »

Wait...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #310 on: April 14, 2013, 10:40:28 pm »

So I'm thinking of altering vampires a bit, and I'd like to know what people think. I'm not even sure if this whole thing is viable, but if it is I might make them more dependent on drinking blood to compensate for the fact that they're obscenely powerful. If I do this, I might also adjust the effects of how the werebeast curse is gained as well, maybe adding on a temporary debuff syndrome to stop people from just immediately transforming when they get it.
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Previous mod (34.11):
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Xantalos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #311 on: April 14, 2013, 10:43:06 pm »

IIRC, Dracula aged if he didn't drink enough blood. So maybe after a long enough time without blood, especially if you've been a vampire for a while, you start getting really really old (and thus feeble)?
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Trapezohedron

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #312 on: April 14, 2013, 10:47:19 pm »

If you're going to make them blood dependent (if its possible, even), then make them suffer a 30% penalty to speed if they don't drink blood. Said speed penalty is offset anyway due to the speed modifiers in their creature definitions.
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #313 on: April 14, 2013, 11:34:44 pm »

IIRC, Dracula aged if he didn't drink enough blood. So maybe after a long enough time without blood, especially if you've been a vampire for a while, you start getting really really old (and thus feeble)?
The issue is, I'm not sure if the abilities would only become active during the time when you turn blood red after you feed (You probably know what I mean if you've played a vampire for long enough) which is highly intermittent.
If you're going to make them blood dependent (if its possible, even), then make them suffer a 30% penalty to speed if they don't drink blood. Said speed penalty is offset anyway due to the speed modifiers in their creature definitions.
Depending on whether or not it is possible to have multiple CE_SPEED_CHANGE effects active at once, I may be able to do this (and probably will).

It occurs to me that voting was still locked. Oops.
« Last Edit: April 15, 2013, 12:21:14 am by Xangi »
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Deinos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #314 on: April 30, 2013, 03:35:38 pm »

Wonderful mod, I'm still attempting to not die horribly.

Question: Can I simply disable Evil Weather so as to only have your kinds of evil weather, and will they work fine?

Does your evil weather actually turn creatures into husks still, or does it only create the specific monsters?
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