Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 18 19 [20] 21 22 ... 25

Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 125689 times)

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #285 on: April 09, 2013, 06:26:30 am »

Time to test how well this meshes with Genesis Reborn. >:D
Logged
Thank you for all the fish. It was a good run.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #286 on: April 09, 2013, 01:07:18 pm »

Damn, you ruined my plans for an awesome thread resurrection from page 10 or whatever. Anyway it should work fine.
« Last Edit: April 09, 2013, 01:50:40 pm by Xangi »
Logged
A spooky ghost.

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

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #287 on: April 09, 2013, 01:56:04 pm »

With a little tweaking, yes. There's unfortunately no bismuth bronze in Genesis Reborn, so yeah. But damn it if this mod isn't fun. Werecreatures are so OP now.

Nice mod.
Logged
Thank you for all the fish. It was a good run.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #288 on: April 09, 2013, 02:02:04 pm »

With a little tweaking, yes. There's unfortunately no bismuth bronze in Genesis Reborn, so yeah. But damn it if this mod isn't fun. Werecreatures are so OP now.

Nice mod.
What did I require bismuth bronze for? I'm fairly sure I only used the 4 basic materials (iron, silver, copper and bronze).
Logged
A spooky ghost.

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

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #289 on: April 09, 2013, 02:06:28 pm »

Ancient Vampire Exoskeleton.
Logged
Thank you for all the fish. It was a good run.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #290 on: April 09, 2013, 02:09:56 pm »

Ancient Vampire Exoskeleton.
Ah yes, and those fiends as well. I've been meaning to externalize their mats for a while now, I guess I'll get to that.
Logged
A spooky ghost.

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

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #291 on: April 09, 2013, 02:11:40 pm »

Last I checked, the fiends were all using Copper, bronze, usual stuff.
Logged
Thank you for all the fish. It was a good run.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #292 on: April 09, 2013, 02:28:24 pm »

Last I checked, the fiends were all using Copper, bronze, usual stuff.
Whatever then, just gotta make sure. My list of things to do is now:

- Externalize creature mats
- Trim/split reactions
- Retweak Vampires (again)
- Make sure the regen cocoon works properly
- Fix <a certain monster>'s reproduction
- Do some final polish/make sure all icons are colored properly
- Redo the readme and OP
- Make sure the bottle items are needed

That's not actually too much, should be done soon.
Logged
A spooky ghost.

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

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #293 on: April 09, 2013, 07:23:45 pm »

It's done!

Oh god finally I can call 1.4 done.

Changelog is fairly huge and honestly I didn't really keep track, but there's a lot of new stuff now. I'd like to thank pretty much anyone who responded to one of my insane questions or made a reaction ever, since I learned how to make reactions by picking apart other mods. This will probably be the last FTN until the next DF version is released, or at least until I get into a strange mood again or something.

Here's what I remember of the changelog:

- Tweaked world_gen again, worlds now default to 150 years and disable random trolls by default
- Added night trolls (Orbs, shade, mineral beast)
- Added blood buffs
- Added/Fixed once and for all vampirism transfer
- Added a huge amount of reactions
- Added bottles for storage of the new extracts
- Reduced vampire agility a bit
- Removed [INTELLIGENT] from a ton of stuff
- Renamed lesser vampires to elder vampires
- Externalized some materials
- Added some custom husk types (may work more on it later, it still feels unfinished)
- Added a ton of new BPs
- Fixed slashers so their claws cut properly now
- Made some new tissue templates
- Draugr can now shoot clouds of freezing gas
- Wight bones have been made less extremely durable
- Infernomancers had some work done too I believe
- Fixed more glitches than I can count
- Slacked off for months

There's probably more than that, but either way, tons of new stuff, old stuff was fixed up quite a bit. Have fun guys.
Logged
A spooky ghost.

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

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #294 on: April 09, 2013, 09:10:33 pm »

ALL RIGHT
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #295 on: April 09, 2013, 09:49:08 pm »

It's done!

Oh god finally I can call 1.4 done.

Changelog is fairly huge and honestly I didn't really keep track, but there's a lot of new stuff now. I'd like to thank pretty much anyone who responded to one of my insane questions or made a reaction ever, since I learned how to make reactions by picking apart other mods. This will probably be the last FTN until the next DF version is released, or at least until I get into a strange mood again or something.

Here's what I remember of the changelog:

- Tweaked world_gen again, worlds now default to 150 years and disable random trolls by default
- Added night trolls (Orbs, shade, mineral beast)
- Added blood buffs
- Added/Fixed once and for all vampirism transfer
- Added a huge amount of reactions
- Added bottles for storage of the new extracts
- Reduced vampire agility a bit
- Removed [INTELLIGENT] from a ton of stuff
- Renamed lesser vampires to elder vampires
- Externalized some materials
- Added some custom husk types (may work more on it later, it still feels unfinished)
- Added a ton of new BPs
- Fixed slashers so their claws cut properly now
- Made some new tissue templates
- Draugr can now shoot clouds of freezing gas
- Wight bones have been made less extremely durable
- Infernomancers had some work done too I believe
- Fixed more glitches than I can count
- Slacked off for months

There's probably more than that, but either way, tons of new stuff, old stuff was fixed up quite a bit. Have fun guys.

Goddamnit, after all the hard work trying to make your mod compatible with Genesis :P
Logged
Thank you for all the fish. It was a good run.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #296 on: April 09, 2013, 09:56:35 pm »

It's done!

Oh god finally I can call 1.4 done.

Changelog is fairly huge and honestly I didn't really keep track, but there's a lot of new stuff now. I'd like to thank pretty much anyone who responded to one of my insane questions or made a reaction ever, since I learned how to make reactions by picking apart other mods. This will probably be the last FTN until the next DF version is released, or at least until I get into a strange mood again or something.

Here's what I remember of the changelog:

- Tweaked world_gen again, worlds now default to 150 years and disable random trolls by default
- Added night trolls (Orbs, shade, mineral beast)
- Added blood buffs
- Added/Fixed once and for all vampirism transfer
- Added a huge amount of reactions
- Added bottles for storage of the new extracts
- Reduced vampire agility a bit
- Removed [INTELLIGENT] from a ton of stuff
- Renamed lesser vampires to elder vampires
- Externalized some materials
- Added some custom husk types (may work more on it later, it still feels unfinished)
- Added a ton of new BPs
- Fixed slashers so their claws cut properly now
- Made some new tissue templates
- Draugr can now shoot clouds of freezing gas
- Wight bones have been made less extremely durable
- Infernomancers had some work done too I believe
- Fixed more glitches than I can count
- Slacked off for months

There's probably more than that, but either way, tons of new stuff, old stuff was fixed up quite a bit. Have fun guys.

Goddamnit, after all the hard work trying to make your mod compatible with Genesis :P
Don't be too upset. Also, I'm encountering a strange bug with Grizzly werebear blood. The strength buff just won't go away. In the arena it worked fine, but now it's staying on for some reason.
Logged
A spooky ghost.

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

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #297 on: April 09, 2013, 09:58:58 pm »

Next thing, you should do adventurer classes.

Vampire Hunters, maybe?
Logged
Thank you for all the fish. It was a good run.

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #298 on: April 09, 2013, 09:59:16 pm »

...THIS IS TRULY A TERRIBLE THING INDEED THAT I WILL NOT EXPLOIT EVER
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
« Reply #299 on: April 09, 2013, 10:19:58 pm »

...THIS IS TRULY A TERRIBLE THING INDEED THAT I WILL NOT EXPLOIT EVER
Meh, I'm actually rethinking the buffs right now. Might just swap them around a bit and make room for some other ones.

EDIT: Seemingly false alarm, though the extra mass you gain from the potion does cause you to slow down a bit I think, maybe.
« Last Edit: April 09, 2013, 11:20:04 pm by Xangi »
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0
Pages: 1 ... 18 19 [20] 21 22 ... 25