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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


Pages: 1 ... 15 16 [17] 18 19 ... 25

Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 125729 times)

Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #240 on: August 26, 2012, 02:50:52 pm »

Thanks, also did you try making an infernomancer fight them with some corpses? That could be an interesting fight, unless the xenomorphs are fireproof.

tried an infernomancer before the lich, actually. Apparently necromancers don't have the power to raise dead or something in Arena.  The infernomancer, once spawned, just ran into the cloud of xenomorphs and literally exploded seconds later.  no !!reanimations!! of the dozens of corpses available, no fireballs, he just ran right up to them. I tried assuming control of the lich, and I had no "reanimate corpses" acquired power, so that was odd.  Possibly something to do with world gen introducing the powers?

Sounds very odd, whenever I test them they reanimate stuff just fine. Were the Xenomorphs tagged with NOT_LIVING? It could also be becasue they're immune to poisons, generally poison immune creatures can't be zombified.

Also, do you have any ideas for a buff that Wight blood could give? Wights are extremely powerful mummy-type creatures who can't raise the dead, but their attacks (every one) suck blood and they have insane wrestling skills. I've been trying to come up with something, but I'm at a loss.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #241 on: August 26, 2012, 03:43:00 pm »

Holy. Shit.

They fixed some of the syndrome effects so they don't come back when you fast travel. Welp, I know what's happening for 1.4, vamps are getting an agility/strength nerf and their abilities will be more... fun... like I originally intended them to be.

Basically, I originally wanted several abilities to be different, the Lesser vampire stare and scream abilities originally caused pain and unconsciousness respectively. The master vampire scream caused ears to bleed and extreme pain. If I can get them to work, this should be interesting.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #242 on: August 26, 2012, 11:41:53 pm »

Bumping for 1.3, if you find ANY bugs, make sure you report them.

EDIT: I voted in the "do not vote", NO ONE ELSE VOTE THERE PLEASE, I WILL MAKE BOGEYMEN, I JUST WANNA GET WHAT I HAVE WORKING WELL FIRST. I'll probably make bogeymen blood give a buff too, maybe different ones for each type. That could be cool.

EDIT 2: Seriously, I said don't vote there.
« Last Edit: August 27, 2012, 12:09:37 am by Xangi »
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #243 on: August 28, 2012, 01:46:59 am »

So I've completed the very, VERY preliminary versions of the werebeast blood buffs. I'm not going to release a new version just yet (still more to do with vamps and stuff), but if you want to try them out, just replace everything in creature_werecreature.txt with the code here: http://pastebin.com/HFzUJPV9. Also note that at the moment werebeasts can buff themselves with their own blood, that will be taken out.

Also the poll's gonna get changed, please vote again, and make sure you read it carefully.

EDIT:Poll changed

EDIT 11/10/12, pastebin paste updated, I fixed a lot of things with the syndromes.
« Last Edit: November 10, 2012, 03:06:14 am by Xangi »
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #244 on: August 28, 2012, 05:12:57 am »

This time, I'll try combine v1.3 with old genesis. With bogeyman of course, those bad guys even once killed my red werewolf in an ambush... I didn't even get a chance to stand up. :-*

According to that, I strongly suggest that werecreatures also get agility&toughness buffs while in human form...with some conditions of course, such as drinking a vial of blood potion or stuff like that. :D

And those potions are brewed with your victims' organs. :P
« Last Edit: August 28, 2012, 05:22:18 am by detroy »
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detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #245 on: August 28, 2012, 05:35:26 am »

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
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Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #246 on: August 28, 2012, 11:48:38 am »

Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.
This time, I'll try combine v1.3 with old genesis. With bogeyman of course, those bad guys even once killed my red werewolf in an ambush... I didn't even get a chance to stand up. :-*

According to that, I strongly suggest that werecreatures also get agility&toughness buffs while in human form...with some conditions of course, such as drinking a vial of blood potion or stuff like that. :D

And those potions are brewed with your victims' organs. :P
Actually, they already do get serious increases to strength, agility and toughness in human form just from the curse, that's how they can punch an armored warrior to death. For example, a Red Werewolf gets 4000% STR, 300% AGI and 200% Toughness in human form. The material force multipliers seem to have a quirk though, I've found that they don't work as well against unarmed/nonweapon attacks (apparently, still testing), though you don't get the resistance in human form (as a Red Werewolf you do get a bit of weakness though), so that may be why the bogeymen got you so good.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Teach

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #247 on: August 28, 2012, 12:41:34 pm »

You already have a bunch of monsters, perhaps you should expand upon their counterparts (the hunters). 

you could have for instance
A holy man with ritualized magic, an alchemist with potions and tonics, a shaman that communicates with spirits, a monk who can punch out minotaurs, or a resourceful inquisitor.

I think that the witch-hunter types should have less raw power than the night creatures (and definitely a lot less than the secrets), but should have more utility.  An upgrade to one of these classes should still retain the David and Goliath feeling that fighting night creatures evokes whilee expanding your options in a fight beyond

1. Sneaking and throwing
2. Companions
3. Straight fighting
4. Becoming a werebeast yourself
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Meph

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #248 on: August 28, 2012, 12:43:00 pm »

Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.

Are you sure about this? The first one seems to set the strength to a random number between 0 and 5000, and the secons seems to set it to 5000/max. At least this is my understanding of this. I could be wrong.
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Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #249 on: August 28, 2012, 02:59:11 pm »

You already have a bunch of monsters, perhaps you should expand upon their counterparts (the hunters). 

you could have for instance
A holy man with ritualized magic, an alchemist with potions and tonics, a shaman that communicates with spirits, a monk who can punch out minotaurs, or a resourceful inquisitor.

I think that the witch-hunter types should have less raw power than the night creatures (and definitely a lot less than the secrets), but should have more utility.  An upgrade to one of these classes should still retain the David and Goliath feeling that fighting night creatures evokes whilee expanding your options in a fight beyond

1. Sneaking and throwing
2. Companions
3. Straight fighting
4. Becoming a werebeast yourself
The problem with this is, it reduces compatibility by a LOT, this is why I'm adding beneficial syndromes to creature blood. Trust me with this, when I'm done, the human option will be a lot more viable.
Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.

Are you sure about this? The first one seems to set the strength to a random number between 0 and 5000, and the secons seems to set it to 5000/max. At least this is my understanding of this. I could be wrong.
It seems to be this way. If you look at the vampire interaction template, it seems to indicate that vampires get 200% physical stats, and during my arena testing of the syndromes in the new werebeast blood, every time someone got the strength buff they were capable of dealing similar amounts of damage with punches and kicks. I obviously haven't looked at the exact numbers, but the way it's layed out (and the wiki) seem to indicate that it works this way. Also I've been going under that assumption so far and it's produced fairly predictable results, so I guess it must be at least partially right.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #250 on: August 29, 2012, 04:34:34 am »

Old genesis 34.11c gave me a very long errorlog, and random crashes when my adventurer approaching some locations...

I give it up and install FTN v1.3 into DF v34.11(linux version). It works good, I also add some weapons/armors/reactions from chocolate and meph's MasterWork mod.  :D

Only some simple items and crafting, and no magic, because I know very little about DF modding.

About the CE_PHYS_ATT_CHANGE thing, I think Xangi is right. After searching the forum, I got this one last night.

http://www.bay12forums.com/smf/index.php?topic=102658.msg3034491
« Last Edit: August 29, 2012, 04:40:08 am by detroy »
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BFEL

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #251 on: August 29, 2012, 08:33:01 am »

Hi again Xangi, um I know this is a BIT off topic but could you help me figure out how to change the material type of the tissues of necromancers and zombies in this:
Code: [Select]
interaction_secret

[OBJECT:INTERACTION]

[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret art of trolling the interwebs]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:threadromancer:threadromancers:necrothreadic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_BREATHE:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:THREAD RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:MISCHIEVOUS:START:0]

Into THIS:

Code: [Select]
[TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
[TISSUE_NAME:trollium:NP]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[THICKENS_ON_CREATIVITY]
[THICKENS_ON_WILLPOWER]
[MUSCULAR]
[STRUCTURAL]
[FUNCTIONAL]
[HEALING_RATE:50]
[VASCULAR:4]
[CONNECTIVE_TISSUE_ANCHOR]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:trollium]
[STATE_ADJ:ALL_SOLID:trololol]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:trollium]
[STATE_ADJ:LIQUID:trololololol]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:900]
[LIQUID_DENSITY:800]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:39]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:180]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:160000]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:160000]
[TORSION_STRAIN_AT_YIELD:26]
[SHEAR_YIELD:20000] no data
[SHEAR_FRACTURE:160000]
[SHEAR_STRAIN_AT_YIELD:26]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:160000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:FAT]
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]
[STOCKPILE_GLOB]
[ROTS]
[GENERATES_MIASMA]
[BUTCHER_SPECIAL:GLOB:NONE]

Because I know you made the bones of one of your necromancers into steel or something but I don't know how to do that, help please? No one else seems to know/care enough about it, so thats why I put this here, sorry bout that.

Also if you want to know WHY I want this, read this thread:
http://www.bay12forums.com/smf/index.php?topic=19244.0
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detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #252 on: August 29, 2012, 09:11:39 am »

Rushed into a tower with 8 companions, chopping down tons of human/dwarf/goblin zombies, and find a book named "My thoughts on Lich".

It's time for an unkillable bad ass human adventurer unleashed.  :D

I don't want to transform right away, I 'll take that book with me, in case things go wrong or the time come.

Still got some question though:

My wanna-be-lich is wearing *steel* pieces, is there anything can actually kill her except those with adamantine stuff?

I don't think a master vampire with iron great axe can do that...

One more thing when exploring the tower, those zombies never attacked my red-werewolf companion, and he never attacked those walking dead. Is it intended?

Spoiler (click to show/hide)
« Last Edit: August 29, 2012, 09:15:05 am by detroy »
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BFEL

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #253 on: August 29, 2012, 09:34:23 am »

Night creatures tend to not attack/be attacked by the undead, thats why in vanilla so many people become vamps before raiding necro towers
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detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #254 on: August 29, 2012, 10:19:15 am »

Well, after some mindless raiding, got my lich's right leg torn off by a werescorpion...there were two werescorpions in that lair.

According to that, lich might not be as good as a choice like vamp/werewolf, because there is no way to fixed your limb through necromancy...

I mean, lich won't die and can always fight back with full power, no matter how hard she got beaten up. That is ultimately durable, but she has some critical inconvenience compared with master vampire. Master vampire is still the top 1 choice.  :-\

-----------------------------------

edited for error typing and tense...my English is not well...
« Last Edit: August 30, 2012, 05:03:41 am by detroy »
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