Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 7

Author Topic: Living World - Toady brings adventure mode to life! (6.6.12 devlog)  (Read 12933 times)

rtg593

  • Bay Watcher
    • View Profile

Quote from:  devlog
Spoiler (click to show/hide)


Anybody see that on the website? He's starting work on making everyone interact with each other, things more intelligent, governments, bandits, and cults have goals they actively pursue...

And allow npc's to surrender to you if you sufficiently intimidate them! For that he's putting in non-lethal combat.. I think the part about sending that surrendered bandit back to his leader with a message is pretty stinkin sweet :p

What are your thoughts on the latest dev-log?
« Last Edit: June 07, 2012, 11:34:24 am by rtg593 »
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Nega

  • Bay Watcher
  • Professional Lizard Wizard
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #1 on: June 07, 2012, 12:10:17 pm »

Sounds awesome!  :D
Logged

luppolo

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #2 on: June 07, 2012, 01:34:01 pm »

it looks like people will be able to finally start to get serious with megaprojects again without fear to be interrupted by wild Updates!

Logged

Argonnek

  • Bay Watcher
  • Surging Forward
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #3 on: June 07, 2012, 01:43:48 pm »

I wonder if I, as an adventurer, could join a bandit gang and eventually take over a human fortress? Oh the many possibilities. Though I am eager to knock some poor bastards out with my fists or a mace.

Hammerstar

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #4 on: June 07, 2012, 02:00:40 pm »

Yeah, read it on my way into the forum just now.

Been having a kind of crap day so far, but now I've got a big fat stupid grin on my face.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #5 on: June 07, 2012, 08:50:44 pm »

Non-lethal combat?

Hmm... Captains of the guard...

lignition

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #6 on: June 07, 2012, 08:53:18 pm »

Non-lethal combattorture...
This sounds like a good Idea.
Logged

Lexyvil

  • Bay Watcher
  • Serenading the folk.
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #7 on: June 07, 2012, 09:34:07 pm »

The potential for Adventure Mode is too grand. I'm glad to see that it will be updated more.
Logged
My post ends here.

Corai

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #8 on: June 07, 2012, 09:49:57 pm »

Finally. I can do this.


1. Get kobold


2.Be kobold


3.Torture kobold horribly


4.Take over kobold cave


6.MURDER. EVERY. ELF.
Logged
Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

lignition

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #9 on: June 07, 2012, 09:57:32 pm »

6.MURDER. EVERY. ELF.

You can already do this, but non-lethal weapons might include elf limbs.
Logged

Corai

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #10 on: June 07, 2012, 09:58:25 pm »

6.MURDER. EVERY. ELF.

You can already do this, but non-lethal weapons might include elf limbs.

Forest retreats dont exist, so you cant kill them all.

Elf genocide! Gotta kill them all!
Logged
Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #11 on: June 07, 2012, 09:58:56 pm »

Corai's guide to the galaxy.

  • Step 1: Be yourself!


...

  • Step 6: OH GOD HIDE THE BODIES HIDE ALL THE BODIES!

lignition

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #12 on: June 07, 2012, 10:00:18 pm »

6.MURDER. EVERY. ELF.

You can already do this, but non-lethal weapons might include elf limbs.

Forest retreats dont exist, so you cant kill them all.

Elf genocide! Gotta kill them all!

Solution: Mod elves so they build normal towns.
Logged

DrKillPatient

  • Bay Watcher
  • The yak falls infinitely
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #13 on: June 08, 2012, 03:04:48 am »

Non-lethal combat?

Hmm... Captains of the guard...

And hammers will finally be useful in Adventure Mode:

"Do not fear me, townspeople! As you can plainly see, this man is quite alright: he's lost nary a drop of blood to my 48,000 successive hammer blows! Regardless, he's moreso a sac of finely granulated bones than a man at this point. Still, however, quite alive and conscious."

"'Tis right. Hark, I see it quivering... Rejoice, for this adventurer is the harbinger of peace and nonviolence!"
Logged
"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

Neonivek

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #14 on: June 08, 2012, 04:47:41 am »

Hammers already have a use in Adventure mode in that they have a really easy time breaking bones. (I can certainly disable creatures more easily with a hammer/mace then I can with a Sword)

Their problem is that they have an impossible time actually killing anything giving them a HUGE weakness to creatures immune to pain.
Logged
Pages: [1] 2 3 ... 7