Dev Log - Day 17
I added new soldier graphics, but I couldnt make them show up ingame so far. Lets see what the modding help thread can come up with. Or someone here knows whats up: I want to use the LAW_ENFORCE and TAX_COLLECTOR graphic tags, to make different squads look differently. Here my post about it:
I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.
So I made two nobles like this:
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[SQUAD:10:butcher:butchers]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:dungeon guard:dungeon guards]
And added this to the graphics file:
14 - Law Enforcers
[RECRUIT:WARLOCK_CIV:0:14:AS_IS:LAW_ENFORCE]
[WRESTLER:WARLOCK_CIV:1:14:AS_IS:LAW_ENFORCE]
[SPEARMAN:WARLOCK_CIV:2:14:AS_IS:LAW_ENFORCE]
[SWORDSMAN:WARLOCK_CIV:3:14:AS_IS:LAW_ENFORCE]
[AXEMAN:WARLOCK_CIV:4:14:AS_IS:LAW_ENFORCE]
[HAMMERMAN:WARLOCK_CIV:5:14:AS_IS:LAW_ENFORCE]
[CROSSBOWMAN:WARLOCK_CIV:6:14:AS_IS:LAW_ENFORCE]
[MACEMAN:WARLOCK_CIV:7:14:AS_IS:LAW_ENFORCE]
[LASHER:WARLOCK_CIV:8:14:AS_IS:LAW_ENFORCE]
[PIKEMAN:WARLOCK_CIV:9:14:AS_IS:LAW_ENFORCE]
[BLOWGUNMAN:WARLOCK_CIV:10:14:AS_IS:LAW_ENFORCE]
[BOWMAN:WARLOCK_CIV:11:14:AS_IS:LAW_ENFORCE]
15 - Law Enforcers (Masters)
[CHAMPION:WARLOCK_CIV:0:15:AS_IS:LAW_ENFORCE]
[MASTER_WRESTLER:WARLOCK_CIV:1:15:AS_IS:LAW_ENFORCE]
[MASTER_SPEARMAN:WARLOCK_CIV:2:15:AS_IS:LAW_ENFORCE]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:15:AS_IS:LAW_ENFORCE]
[MASTER_AXEMAN:WARLOCK_CIV:4:15:AS_IS:LAW_ENFORCE]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:15:AS_IS:LAW_ENFORCE]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:15:AS_IS:LAW_ENFORCE]
[MASTER_MACEMAN:WARLOCK_CIV:7:15:AS_IS:LAW_ENFORCE]
[MASTER_LASHER:WARLOCK_CIV:8:15:AS_IS:LAW_ENFORCE]
[MASTER_PIKEMAN:WARLOCK_CIV:9:15:AS_IS:LAW_ENFORCE]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:15:AS_IS:LAW_ENFORCE]
[MASTER_BOWMAN:WARLOCK_CIV:11:15:AS_IS:LAW_ENFORCE]
16 - Tax Escorts
[RECRUIT:WARLOCK_CIV:0:16:AS_IS:TAX_ESCORT]
[WRESTLER:WARLOCK_CIV:1:16:AS_IS:TAX_ESCORT]
[SPEARMAN:WARLOCK_CIV:2:16:AS_IS:TAX_ESCORT]
[SWORDSMAN:WARLOCK_CIV:3:16:AS_IS:TAX_ESCORT]
[AXEMAN:WARLOCK_CIV:4:16:AS_IS:TAX_ESCORT]
[HAMMERMAN:WARLOCK_CIV:5:16:AS_IS:TAX_ESCORT]
[CROSSBOWMAN:WARLOCK_CIV:6:16:AS_IS:TAX_ESCORT]
[MACEMAN:WARLOCK_CIV:7:16:AS_IS:TAX_ESCORT]
[LASHER:WARLOCK_CIV:8:16:AS_IS:TAX_ESCORT]
[PIKEMAN:WARLOCK_CIV:9:16:AS_IS:TAX_ESCORT]
[BLOWGUNMAN:WARLOCK_CIV:10:16:AS_IS:TAX_ESCORT]
[BOWMAN:WARLOCK_CIV:11:16:AS_IS:TAX_ESCORT]
17 - Tax Escorts (Masters)
[CHAMPION:WARLOCK_CIV:0:17:AS_IS:TAX_ESCORT]
[MASTER_WRESTLER:WARLOCK_CIV:1:17:AS_IS:TAX_ESCORT]
[MASTER_SPEARMAN:WARLOCK_CIV:2:17:AS_IS:TAX_ESCORT]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:17:AS_IS:TAX_ESCORT]
[MASTER_AXEMAN:WARLOCK_CIV:4:17:AS_IS:TAX_ESCORT]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:17:AS_IS:TAX_ESCORT]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:17:AS_IS:TAX_ESCORT]
[MASTER_MACEMAN:WARLOCK_CIV:7:17:AS_IS:TAX_ESCORT]
[MASTER_LASHER:WARLOCK_CIV:8:17:AS_IS:TAX_ESCORT]
[MASTER_PIKEMAN:WARLOCK_CIV:9:17:AS_IS:TAX_ESCORT]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:17:AS_IS:TAX_ESCORT]
[MASTER_BOWMAN:WARLOCK_CIV:11:17:AS_IS:TAX_ESCORT]
But... it doesnt work.
The graphics look like this, but as I said, I couldnt make them work ingame.
I added a new workshop, the Inscriptor. It can engrave skills into skeletons. Take a skeleton, a gem and a soul, and raise any skill by one point. This means for 15 gems and 15 souls you can have a legendary crafter. Or you could have invested the souls for something else, like 15 new skeletons. It will only teach non-combat skills (skeletons learn these by themselves), and non-warlock skills, like herbalism, alchemy and chemistry, gemcutting/setting or writing/praying.
I added more info on the summoned pets into the manual, and updated the pylon description a bit, using the new, clearer picture.
I added NO_GENDER to skeletons, which solves that problem.
I made powered pylons blink with a cyan 'P'.
I upgraded soul wisps with an AoE slow attack, which reduces enemy speed by 50% for a week. I also changed the pain elementals graphics, they are a lot bigger now. They also cost more. I added a price to the black monolith, which was lacking one. Costs 1 totem and 10 blocks.
I also added personalities to the castes.
Ghouls are shy, angry, furious, untrusting cowards that like to hurt people, but have low selfconfidence.
Skeletons are super nice guys. They have strong sense of duty and friendlyness, altruism, helping others, high confidence and dont take breaks. They also have extreme love for art, nature and trust others completely. They are like curious, but naive kids. "I love nature and art, and want only to help" "Cut this tree in half" "ok, if you say so Master.
"
Warlocks are normal humans will all ranges of personalities, but generally distrustfull bastards that dont like to help anyone and think that they are better and smarter. Supreme Egomaniacs with a liking to intellectual discussions.
Tomorrow I want to do those warlock-specific animated weapons someone mentioned, like animated scythes and pitchforks that fly around, and add more demons to the Abyss. Then clean everything up a bit, and maybe upload another test version.
Oh, and I still need an idea for the Herbalist workshop.