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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 126370 times)

Zavvnao

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #330 on: May 16, 2013, 01:49:41 pm »

is there a changelog somewhere?
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Deinos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #331 on: May 16, 2013, 11:34:02 pm »

They can still kill each other even with the 1/1000th material force thing? Dang.

The reason I think the "attacks that are strong against own kind" thing would be useful isn't because they need to be more powerful but that their natural attacks should be useful compared to their manufactured attack, and that suddenly your victim could get a hundred times as large and twenty fives as strong because you attacked using your natural weapons instead of your masterwork weapon.
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Repseki

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #332 on: May 20, 2013, 07:36:54 am »

Is there anyway to determine the location of the elder vampires for adv mode, or is it more get lucky enough to stumble upon one and actually survive?
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #333 on: May 20, 2013, 04:46:51 pm »

Is there anyway to determine the location of the elder vampires for adv mode, or is it more get lucky enough to stumble upon one and actually survive?
You can check Legends, but it's mostly luck. There should be at least 1 per major city still alive though.
is there a changelog somewhere?
I really wish I'd made a formal one, but no. I'll start one once the new DF version is out.
They can still kill each other even with the 1/1000th material force thing? Dang.

The reason I think the "attacks that are strong against own kind" thing would be useful isn't because they need to be more powerful but that their natural attacks should be useful compared to their manufactured attack, and that suddenly your victim could get a hundred times as large and twenty fives as strong because you attacked using your natural weapons instead of your masterwork weapon.
Just use Shift+A if possible and don't bite. The attacker should still have the advantage in that situation though, assuming you play it smart.
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A spooky ghost.

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

Sarzael

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #334 on: June 07, 2013, 03:19:30 pm »

Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.
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"They say love is the most powerful force in the universe. I'm trying to harness it to make weapons of mass destruction."

Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #335 on: June 07, 2013, 05:20:07 pm »

Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.
The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.
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A spooky ghost.

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

Oyahbah

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #336 on: June 08, 2013, 07:56:12 pm »

Is this mod compatible with Masterwork MOD? this post makes me think it is:
http://www.bay12forums.com/smf/index.php?topic=126968.0

but i could be wrong... if its not, can u pls make a compat patch? :D
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Xantalos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #337 on: June 08, 2013, 07:56:48 pm »

I think Mep added it to the mix, yeah.
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Oyahbah

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #338 on: June 08, 2013, 07:58:55 pm »

I think Mep added it to the mix, yeah.

ah so its already included in Masterwork??

NIIIIICEEEEEEEEEEEE
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Sarzael

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #339 on: June 09, 2013, 02:59:45 pm »

Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.
The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.

Whats new since Masterwork ver? And its possible to manually update?
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"They say love is the most powerful force in the universe. I'm trying to harness it to make weapons of mass destruction."

Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #340 on: June 09, 2013, 03:14:48 pm »

Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.
The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.

Whats new since Masterwork ver? And its possible to manually update?
Well, assuming Meph hasn't touched it, Masterwork version is v1.2, which means no custom mummies, no custom night trolls, none of the v1.4 vampire fixes and a bunch of other stuff missing that's not as major (unfinished husks etc). You can TRY to manually update, but whenever I tried it it would just crash. Masterwork can be a bit of a mess sometimes, so I'm guessing that it's just that one of my creatures or something is conflicting.
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A spooky ghost.

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

Oyahbah

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #341 on: June 09, 2013, 10:22:56 pm »

how do i add graphics to your mod so i dont gets teh ASCII art vampz???

also how do i get teh vamps to turn my dwarfz in fortress mode? an necromancy to work in fortress mod?
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #342 on: June 10, 2013, 02:17:14 am »

how do i add graphics to your mod so i dont gets teh ASCII art vampz???

also how do i get teh vamps to turn my dwarfz in fortress mode? an necromancy to work in fortress mod?
All features should already work in Fort mode, if you're having trouble getting them to do what you want, there are some general guides around. Adding graphics is somewhat simple. You just need a "graphics" folder in the raw folder with some definitions in it. I'd recommend looking at a tileset like Ironhand to see exactly how it's done.
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A spooky ghost.

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

tyrannus007

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #343 on: June 30, 2013, 01:55:13 pm »

I like that werewolves change form when attacked. Does that apply to vanilla werecreatures, or just the ones you added?
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Sarzael

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #344 on: July 10, 2013, 02:17:21 pm »

How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
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"They say love is the most powerful force in the universe. I'm trying to harness it to make weapons of mass destruction."
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