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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 125575 times)

Godlysockpuppet

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #345 on: July 11, 2013, 02:27:34 am »

How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly
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Sarzael

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #346 on: July 11, 2013, 05:44:15 am »

How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly

I dont think so, from what i be seen from my recently obtained werescorpion adventurer, it causes pain, paralysis, nausea, sluggines (Or something similar, dont know the word) and some other effects, but no rot. Doesnt seem to affect the brain, but if you attack the lungs, they will be paralyzed and the creature may suffocate.
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blazing glory

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #347 on: August 11, 2013, 12:42:14 am »

what are the mentioned side effects of regenerative cocoon?
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Winner5740

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #348 on: September 30, 2013, 07:53:28 am »

Found a bug, and an easy fix to it. When you try to create bone helm/mask/greaves, they end up making a random torso item. This is because the item class is set to ARMOR, rather than to HELM or PANTS.

To fix for anyone who this is bothering, open up
reaction_ftn_extra.txt
and replace this code

Spoiler (click to show/hide)

with this code

Spoiler (click to show/hide)

Hope this helps anybody!
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JodGap

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #349 on: October 01, 2013, 10:31:03 am »

Yesterday while streaming, a 200+ (later 300+) undead horde ganked me.

My last survivor, a vampire, ignored to attack the undeads.
He also had problems while trying to dig to hell, he just ignored my digging orders or was moved by the other undeads...

http://www.twitch.tv/nesis_/b/466289121
Check it at mark 1:43:00

He tried to remove a wall, and is pushed. Then tries to dig and is pushed....


Is this normal behaviour?
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blazing glory

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #350 on: October 04, 2013, 05:57:35 pm »

who knows? my above question didint get answered i doubt yours will either
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Urist McRandomplayer

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #351 on: October 10, 2013, 08:24:09 am »

Just downloaded this mod; it's quite awesome. I'm removing some of the features, as, even though they are cool, my computer is slow as-is and I wouldn't be using them much. It's a sacrifice to prevent FPS death. Odd as it sounds, I think my favourite part is the new set of reactions to make trophies; I have wnated to make something like that for a while, and lo and behold, I was browsing through the mod and there it was, a neat little extra that brightened up the game. Nothing like turning your dead foes into swag.

One feature I would love to see in the next version (related to the pole, but not on the list) would be the ability for a lower-tier vampire to become higher-tier by consuming the blood of a higher-tier vampire, and/or likewise for an Elder Vampire to gain the powers of another type of Elder Vampire from the same process.
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Spiderking50

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #352 on: October 17, 2013, 05:56:27 pm »

Quick question about the draugr and wight disturbances. Does the game place them in lairs and when a dwarf, or what have you, enters the lair then the undead wakes up? Or does it curse the intruder or what?
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luvmonke

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #353 on: October 25, 2013, 01:44:43 am »

Anyone know how fix were-creatures in the tileset?   With every graphics pack I use the werewolves created in world gen look like beast but when the player character or companions transform they look like dead bodies.

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Zavvnao

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #354 on: January 23, 2014, 12:50:47 pm »

please answer? I looked at the raws, and vampires have no attribute gain, but they also lack the no rust tag.

Does that mean that they are always loosing attributes then that they will never recover?
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splinterz

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #355 on: February 01, 2014, 03:58:36 pm »

just a note for you that you've got some attribute changes that are modifying values by 1000% or more. i'm not sure if that's intended or if such massive values even work (ie. i had a lesser vampire with ~15000 in most physical attributes  :-\)

Archereon

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #356 on: June 12, 2014, 10:08:05 pm »

Sorry to necro, but a quick quest I don't see mentioned anywhere in the OP...

Is it normal for a werecreatures gender to change depending on what kind of transformation it was-female for lunar, male for voluntary? If so, I'm assuming Toady kept werebeasts neuter because of the potential issues that would arise.
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GM-X

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #357 on: June 20, 2014, 04:48:15 pm »

I'm bumping this because it may not be clear that the Dark Towers mod I'm making includes "Fear of the Night" as a cornerstone. It's updated with tiles and other fixes right now, but yet to be released. Once the mod (including Fear of the Night) supports the new features of DF2014, next will be a testing phase. 

[Dark Towers/Dark Ages]
: http://www.bay12forums.com/smf/index.php?topic=132486.0
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Xangi

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #358 on: July 05, 2014, 01:51:16 pm »

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.
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A spooky ghost.

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

Xantalos

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Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
« Reply #359 on: July 05, 2014, 04:40:38 pm »

Yeah, removing the phys_attribute rust leads to incredibly muscular behemoth vampires punching legs off.
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