Alicorn NoblesIt was intended as a balance thing, one is a powerful soldier alicorn intended to be used as an officer/noble/leader/sergeant while the other is intended to be a civilian noble/general worker.
I thought that if I gave the two no penalties and general buffs in generic skills that they would be too similar to the "lesser ponies", alicorns aren't stronger or more special in any way, they are in ingame terms essentially an unicorn with wings and an unique "horn stab" attack.
Thats it, thats their speciality.
I had bigger plans for alicorn nobles too, but I didn't feel arsed to make anything serious with them and didn't do what I originaly wanted to do with them, that will suffice as an explanation for that.
As for no males... I have no idea what weird crap the fandom has spawned, but I haven't seen or heard mention of male alicorns anywhere. Male
noble ponies and royalty, sure, but alicorns? Hmm. Maybe there are male alicorns but I just haven't heard mention of it yet, in that case, my bad.
LiarLying is a social skill like the rest, social skills don't mean shit in DF, trust me. 800 modifier is just for fun.
Friendmaking in Dwarf Fortress is actually, when you think about it, a bad thing with all the dying and all.
That archetype is 100% intended as a joke/appleliar easter egg, nothing else.
See it yet?
You should be happy that I didn't add the robot or "tired" caste as originaly intended, those were fun. But inappropiate.
NurseIntended to be just that, a nurse.
I once had my hospital in an abnormaly large meeting hall in a fort a while way back, I remember that the dwarves I had assigned to be "nurses" would talk to the permanent cripple patients in the hospital/meeting hall while on break/standing by.
It was probably a bug since unconscious brain dead people aren't suposed to talk back, but I thought it was pretty cool.
My idea was thus to make a class that would specificaly be intended for the role of keeping patients company/in good health based on that one happening,
not to replace the professional doctors.
Ranged Military PoniesWe have the Pegasus Hunter for that, he is pretty cool, eh, has its own unique coat color and doesn't afraid of anything.
Besides good hunters are damned op, having a migrant arrive with high ambush and ranged skills should be a blessing, not a granted gift.
Armor Expert/ShieldbearerThey have bonus skill ratio to their choosen skills.
Having a cutiemark for being better at others at parrying arrows with a shield seems totaly legit to me, you should be happy that I didn't go with the 115 archetypes instead, one for every skill in DF. Concentration, Focus, Druid archetypes anyone?
Melee SoldiersBut that would mean merging everything into one class, I can share a feeling that the soldier castes are way too common, but I think that it is uneccesary and slightly op to bunch all skills together, maybe I can make the classes more diverse or give larger skill buffs/but make rarer. I just think that getting a drawing on your ass for swinging an axe is way different from getting one for stabbing something with a giant pike. At most I could merge some weapon skills together, like Spear/Pike, Axe/Sword, Mace/Hammer and so.
Plus they don't actually have debuffs in civilian jobs as far as I know, I just didn't include them at all, that means that all soldier castes currently have the default x1 multiplier
on EVERYTHING not in their archetype entry.
It was a lazy move to save time and effort, yeah I know.
Siege OperatorHe already has NO FEAR to combat the "civilian siege operators fleeing from emplacement" bug that plagues siege weapons, that seems like a pretty powerful buff to me. The only two castes WITH NO FEAR are the Siege Operator and the Drill Sergeant. Not even the alicorns have that power.
Animal CaretakerThere is the Pegasus Beast Tamer for that, but thinking back giving the Animal Caretaker a x1.5 multiplier on caretaking and the beast tamer an x2 on caretaking seems like a strange choice. That is obviously an error.
CookYes, then there is also a bunch of classes with bonuses to Threshing, even though it is not really related to their skillset.
I guess the idea was to give the cook a full set of kitchen related labours, in my forts I usualy have one decent cook assigned to cheesemaking, brewing, cooking and such.
Seems like a logical choice to me.
Ace FlierLOL.
Well that explains it, thank you for clearing that up, I had no idea speed worked in reverse here, usually higher values means "go faster" and I thought that it went after the speed rating in adventure mode. Ha.
BowyerWhy?
Unicorns already have a bonus in bonecarving, adding x0.20 to their x1.30 multiplier seemed totaly uneccesary to me.
You also need to understand that this was a rushed project (I think it took me exactly one week to start and finalize this), I was given virtually no instruction on what to add as archetypes.
You guys gave me an empty google doc, the applebucker, the pie maker and a hamburger cutiemark and said "GO NUTS REPLICA", when I asked for suggestions I was given your response and then utter silence, so I just had to make a bunch of shit up as I went along, it would have totally been cool if you added your own archetype ideas as well, I did in fact not remove the two preplaced archetypes and save for the hamburger cutiemark everything made it into the current system.
Fortunately I built it in a way that allows easy changing, the current archetypes are mostly intended as "templates".
My guess is that in 10 versions of this mod some of those archetypes will either have been replaced, integrated/merged with Lycaeons variants or removed alltogether.
Anyway, I understand your criticism (and my counter criticism isn't intended to be a stubborn jabbing or anything, merely my own reasoning behind the choices I made) and some aspects are obviously flawed or redundant, I am taking it in consideration for future potential updating/modification to the system and all that good stuff.
For the
immediate future however you will have to do with your own and Sorcerers modifications, I don't intend to make any changes or moves anytime soon (but it doesn't mean that I am not around and listening for feedback/suggestion).
But that is good right? That means that you, as the very first unhappy user, will be the first to test pilot and change the system!
Yay you.
Post was longer than intended, I type to damn much. I am like the Mordin Solus of typing.EDIT: Oh yeah, one more thing.
The learning rates were all usualy over 1.3 because the default caste learning skills were already at that level.
I did not replace previous skill rates.
So giving an earth pony an x1.25 rate in herbalism actually means NERFING their herbalism skill rate.
Hence why skills are usualy at 1.5 or higher.
THE MORE YOU KNOW....