Dev Log - Day 6
Got up a 5 o'clock today, got heaps done.
Spears have been replaced with pitchforks, I added special warlock illuminations and two decorations (dead roots and dead trees), 2 test-embark profiles and I added:
The Soul Syphon which can store souls.
The Boneforge, which makes bone armorset and bone weaponry and catapults/ballistas.
The Blight Fletcher, which makes arrows and quivers and can make poisons and coat ammo with it.
The Necromancy tree... The Necro Circle, which can animate all dead in 15 tile radius, but you cant control them. The Necro Shrine, which can raise new skeleton workers, raise zombies and soul wisps, (super important for your fort, you get new workers this way), and the Necro Altar, which can revive skeletons (so you can keep the well trained ones), resurrect Warlocks (immortality FTW), and revive Megabeasts.
Doctors Chamber can train medical skills and reassemble Skeletons. So if your skeleton soldier lost a limb or two, you can reattach them.
The Torture Chamber, which can turn captured invaders into Ghouls (again, new workers for your civ), or torture a single Warlock to make the rest work faster for a month.
The Darkpact. Experimental. Uses Putnams HackWish script, which kinda crashes the game for me in a third of the cases, but if it runs, its beautiful. Make a deal with the devil, chose your reward.
I added it for free atm, so that people can test it. I want to know if the crashes are something specific to my system or not.
Here is the download for the people that want to test the current work:
ALPHA DOWNLOAD - FOR TESTERS VICTIMS. Its super buggy and the workshops have no buildmats, to allow faster testing. The manual should cover most added features so far, and includes all the building designs. The Monolith doesnt work, if anyone can get it to raise nearby corpses, I would be much obliged.
And the progress from yesterday: