Oh wow, and here I thought this topic died a horrible tragic death.
Here are the answers to some qustions
- Thanks for the bugfix
- Yes those stats are intentional, reasons explained more below
- Yes that male/female thing is intentional, I was going to make the genders much more dimorphic but never got around to it
- Yes some Vampires get skill/att rust, this is a balancing factor in worldgen
- Complex tilesets aren't officially supported, you'd have to take that up with the tileset creator
- It's strange that the undead attacked the vampire, but you can always alt+move to force attack
- Regen cocoon will nearly starve you and you're asleep for a week
- Vanilla werecreatures are removed by FTN
- Finally: Of course you have permission to do whatever you want with this mod, I don't really believe in restricting access (since in the end I can't really anyway). I do ask that if you use it put my name in the credits somewhere or whatever if you're a decent person.
Also nice tiles.
Anyway the reason I haven't been posting is simple: An update was coming. A year ago...
I'm going to be making a sort of pseudo-sequel to this mod with similar design in mind but many improvements.
Mainly, since syndrome times will accurately be tracked through fast travel I can do a LOT more with cooldowns and other stuff, and the move/attack split means I won't have to give vampires like 15000% agility to make them godlike at parrying and dodging. I'm also going to make it purely an adventure mod, since the dual focus did negatively impact some adventure elements (mainly creatures had to be much harder because they needed to be able to handle squads).
Expect more monsters. Expect better balance. Expect more non-monster options. Expect lots of deaths, because I'm not going to make them go easy on adventurers either. I don't like instakill moves, but if everything works the way I plan there may be a lot of stuff that looks like that if you're unprepared.