Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Creature randomization fixes  (Read 843 times)

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Creature randomization fixes
« on: November 04, 2013, 11:54:09 pm »

I'll cut straight to the point on this one. There are certain creatures that should, eventually, be randomized more, and certain ones that should be randomized a little less.

Creatures that should be randomized more include different styles/flavors of were beasts and vampires (both of which Toady mentioned in a previous dwarf fortress talk), but also things like dragons (western vs. oriental).
Creatures that (I think) should be randomized less: a little less variation in the forgotten beast tables (and by little I mean little) might make it a bit more challenging, so that a forgotten beast made entirely of snow doesn't occur. Call me hardcore, but I think that's not enough fun, in the dwarven sense (though fire forgotten beasts are very !!FUN!!).  The HFS creatures also, in my opinion, should have fewer options, because it gets annoying to have to get used to a whole new pack of creatures every time I dig too deep. The third: animal people. I know they a aren't randomized, but they occur a lot in savage biomes and crowd out all of the creatures that would naturally be there, like giant wolverines. Perhaps during world gen a certain number of surface animal people types would be selected rather than all of the types.
If anyone has any other creatures they want to add to the list feel free.

Manveru Taurënér

  • Bay Watcher
    • View Profile
Re: Creature randomization fixes
« Reply #1 on: November 05, 2013, 07:00:08 am »

Toady has stated he's looking to do different types of dragons (different color, breath attacks, weaknesses etc) same as the vamp and werebeast differentiation that's slated for some time in the future.

As for FB randomization, buffing the weaker types of random materials has also been talked about. Just removing them seems like a bit of a waste tbh.

Animal people are also a fairly common topic of concern, and I'm fairly sure I've read that Toady is considering tweaking their rarity a bit, no timeline ofc :>

Edit: Dug up quote

DFtalk 18 "and we're going to change how animal people work sometime in here, because they crowd out too many of the populations right now, so we're probably going to make them work more like they did in the story that Zach wrote where they're more rare."
« Last Edit: November 05, 2013, 07:20:36 am by Manveru Taurënér »
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile
Re: Creature randomization fixes
« Reply #2 on: November 05, 2013, 08:52:28 am »

I also heard that, I thought it was in reference to the underground animal people. My mistake.