Historical figs like to get a lot of secrets I had one that was a Lich and Healing and 2 or 3 more things. Having 100 secrets in the world makes it FUN
Yep, the tops of towers can be rewarding. Before I learned the nature of usage hints and such, Lich Prophets had a self-destructive habit of banishing themselves and their minions, which made getting the slabs pretty easy.
Seth Creiyd, you have outdone yourself. I loved the Wizerd mod, but this is a better "vannila" mod. Right now, I am trying to fight off a Manticore (and failing.) while I think a Trickster is somewhere around the fort. For once, I actualy feel fear when I breach the cavern systems, because I have no idea what I might find and I am too proud to look into the RAWs. The plants and reactions are done very, very well, and so far I must say that this is one of the best mods for the game so far. Not to say that others are not great, but often they change up the general feeling of the game. This? This is dwarf fortress, but with bloody magic and creatures I have been trying to get off my ass to mod in since I discovered this game. Cudos to you, good sir.
I'm thrilled that you're enjoying it so much, I dunno what to say besides thank you. I'm also glad that Manticores are properly tough. Let me know how the fortress pans out.
Hmmmm.
This mod looks really interesting. I really like DF vanilla, and a lot of the (admittedly excellent) mods change it a bit too much in one or more directions (going in a more steam-punky direction, for example, which I'm not as into). At the same time, I would like a bit more magic and such than vanilla has.
Downloading.
Thanks, I hope you enjoy it. Toady One's made a pretty clear demarcation of DF's tech level and I'd like to stick to it here. Black powder and pitch materials would be fun, but dwarves wouldn't know what to do with the stuff besides set it on fire and dump it on invaders, respectively.
Seth, every time I look at the features of your mods, I think "how the hell did he do THAT?"
It's pretty amazing.
It comes from a healthy quantity of iced tea and an obsessive streak I've learned to steer toward creation.
Srsly though, I've learned from all the modders here, including you, and all the Wiki contributors, and it's my hope that others can learn from this project too.
Yeah, this looks great.
I wonder - didn't you abandon Flora and Fauna because of world gen crashes regarding plants? Has that been addressed in .34.x?
Thank you - FF was put on hold, but thankfully I haven't noticed the plant problem since the 2012 release.
.32c is up at DFFD. It's save-compatible, but the new reactions won't appear without a new world gen.
Version 0.34c
- Fixed adventurer reactions for certain kinds of gloves and helms
- Adjusted language files slightly
- Made adventurer-produced gloves, socks, shoes, boots and gauntlets properly made in pairs
These are like paired items in Fortress Mode, item qualities are not synched
- Improved smithing reactions and allowed more items to be smithed
- Added melting of metal tools, restricted melting to metal items only
- Added METAL reaction class to metal template and restricted smithing reactions to use METAL bars only
- Fixed thread/cloth material assignments
- Fixed "knit yard" typo
- Changed writing reactions again, material reaction products were screwy
- Combat practice reactions will train skills, expanded to cover new weapons
Practice reactions produce sweat that evaporates after a couple of steps
Some properties are applied to discourage drinking of sweat
When you practice, there's a 40% chance of getting a skill gain (100% is too fast and kind of an exploit). When you get a skill gain, you'll "make a sweat," and the sweat disappears when you walk a couple of steps, so no need to drop it all. If you drink sweat, you'll get sick, so it won't do any good to drink it if you can't find any water.
You can melt more stuff and the smithing reactions now respect metal, the METAL material argument is just an alias for INORGANIC, and with little effort one could melt granite hunting knives into bars, so that's taken care of.
I haven't included a Sound Man, I can't think of a way to implement it that isn't ridiculous.