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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 333303 times)

Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #510 on: January 07, 2013, 10:27:25 pm »

Heh, we are playing MtG quite often with my friends and I teaching my son to play it.

Yeah, the mod undergoes some big changes, so no manual yet, however the first post has most info you may want to know, everything else can be learned from the game easily.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Vherid

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.11] - Revocane's Let's play link in OP
« Reply #511 on: January 08, 2013, 12:37:15 am »

So what is special about these cultists that get made from the sacrificial pit?

Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #512 on: January 08, 2013, 06:36:21 am »

So I've decided not to keep you waiting until I finish all mycon and saproling types and change nature-based necros into rot-farmers. So here's an update which should have been released long time ago, with some important fixes and full graphics for all creatures.

Arena changes and new metallurgy will come next, stay tuned.

5.12
Graphics:
- Creature graphics for all the critters out there.
- Fixed language files for dwarves (no more weird symbols with tileset).
Interface:
- Fixed companion order keybinding. Now it's Ctrl-C and works only in adventure mode.
Materials:
- Furniture workshop now accepts wooden blocks only.
- Fixed sausage making materials.
- Returned animal-specific leather. It does not break leather avaliable to civs and I decided that I like griffon hide quivers more than hide quivers.
- Scaled animals now give tanned scale, not leather. It's a bit tougher and more expensive.
- Adventure mode tanning gives 2 leather from 1 raw hide to reduce tediousness.
Creatures:
- Scarabs can breed now.
- Utility spiders are now dog-sized, not hippo-sized.
- New megabeast: chaos witch.
- New megabeast: iron titan.
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #513 on: January 08, 2013, 03:05:55 pm »

The new blood arena is working fine, however I have a problem where the dwarf performing the summoning often dies. You can pre-equip the "referee" with armor and weapons to avoid it though.


I am thinking about making it bigger though, for better showdowns. Or maybe I will make arenas of different sizes.
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lwCoyote

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #514 on: January 08, 2013, 05:05:01 pm »

Oooh, update. I'm glad I held off a day before starting my LP.
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This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Meph

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #515 on: January 08, 2013, 05:20:49 pm »

If you use my way with transformations, your user will drop all equipment.

If you use the transform-animals-way you mentioned, transform the animal first into a fluffball (unkillable) for 5 seconds or so, with END:2000, and have a second transformation with START:2001 to transform it into the real creature. This way you get a delay for your worker to get away, but you cant injure the created beast pre-maturely.

Have you done any tests with the autosyndrome on it ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #516 on: January 08, 2013, 10:04:33 pm »

It's a nice idea, I will just transform them into "soul portals" and then into creatures, thank you for the idea Meph.

Oooh, update. I'm glad I held off a day before starting my LP.
You may want to wait a day more, I am adding a lot of new content with the next patch.

Quote
Have you done any tests with the autosyndrome on it ?
Not yet, I've asked and got an answer that it's around two weeks until the new dfhack release, so I am not in a hurry :).
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #517 on: January 11, 2013, 02:33:20 pm »

Okay, a new release is tonight. Are you okay that I let an adventurer to just "gather plants" and then craft powerful poisons from them? Because it makes hunting much easier, especially when you hunt creatures affected by poison :P. I've coated my spear in 5 different poisons and took down an ettin in three hits (I just stabbed him two times and threw my spear at him, and then went into hiding waiting for him to pass out from different negative effects).

P.S. Of course around a corner I've met an ent who threw my by my tongue so hard that I broke my neck and died from colliding with a ground. But still, many creatures are affected by poison.

Meanwhile brb, making megabeasts poison immune and adding special anti-megabeast poisons.
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Logrin

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #518 on: January 11, 2013, 04:35:22 pm »

Are these poisons drinkable? Because that would be tremendous...
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What monstrosities would walk the streets, were peoples faces as unfinished as their minds.

Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #519 on: January 11, 2013, 04:43:08 pm »

Eh, I can make em. Right now they must enter blood.
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Logrin

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #520 on: January 11, 2013, 04:54:24 pm »

I ask because (for whatever strange reason) the idea of an adventurer's contingency plan; I.E. drinking deadly poison when doomed/crippled/bored has its its appeal.

Again, great work with this and your Post-Apocalypse mod Deon. It seems like every time I check back here you've added something new and exciting.
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What monstrosities would walk the streets, were peoples faces as unfinished as their minds.

Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #521 on: January 11, 2013, 04:58:00 pm »

Not really, this update was planned for a month or two, and I find my time to release it just now :P. But thanks.
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Vherid

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #522 on: January 11, 2013, 07:41:18 pm »

Eh, I can make em. Right now they must enter blood.

That would be a venom and not a poison though, then. Or well maybe not I'm getting the things confused. I eagerly await this release tonight though I've been streaming genesis like mad the past week.
« Last Edit: January 11, 2013, 07:51:39 pm by Vherid »
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Deon

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #523 on: January 11, 2013, 08:55:30 pm »

Heh, I need to take a sleep for 4-5 hours and finish some changes to vampires and necromancers. I was distracted by a DOTA2 match, sorry! I will hurry knowing that people await the release.
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lwCoyote

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Re: ۩۩۩ GENESIS Reborn ۩۩۩ [5.12] - creature graphics, fixes.
« Reply #524 on: January 12, 2013, 02:05:18 am »

Quote
Oooh, update. I'm glad I held off a day before starting my LP.
You may want to wait a day more, I am adding a lot of new content with the next patch.

Firp! Is there some way I can convert my newly created world to the next version without breaking things too much? :D
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Quote
This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.
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