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Author Topic: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.  (Read 11752 times)

Meph

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Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« on: December 31, 2013, 04:56:42 am »


Masterwork Dwarf Fortress V.4g

This update includes several fixes, new features and preparations for the next race, as well as updated scripts and utilities and a new manual addition. And a new graphics tile. More or less a bit of everything.

Manual
 - MDF Database, by Jodgap. A beautifully designed manual listing all the items, sorted by types. Works with MDF and vanilla items. Please have a look, it is amazing. Developement thread can be found here.

GUI
 - You can now add material classes to invaders. Weak, Normal or Strong. This way you can alter the difficulty a lot. Humans with iron armor? Goblins in welded mithril? Your choice.
 - You can now select single races for Adv-Mode. Play as who you like.
 - Special thanks to Splinterz for that one.

Tileset
 - Replaced the Mayday-style plant with a rose. Preparation for new decorations and workshops. Masterwork tileset only.

Utilities and Scripts
 - Updated Dwarf Therapist & Therapist manual.
 - Updated Rendermax to r4. Thanks Warmist.
 - Updated Dwarf Manipolator to r4. Same hotkeys as before.

In case you somehow missed the release of Rendermax and dont know exactly what it is, here a screenshot:
Bugfixes & Balancing
 - Fixed several typos.
 - Fixed several minor bugs.
 - Fixed "Extract tar from smoothed wood" reaction.
 - Plywood making needs 3 times less glue.
 - Added many missing hotkeys to reactions.
 - Fixed many duplicate hotkeys in reactions. Special thanks to SageEthereal for this.
 - Fixed all the grasses for all the tilesets.
 - Fixed tattoos showing up in animal creature descriptions. (except one, as an easter egg)
 - Itemcorpses have been removed. No more never-rotten "mutilated corpse" in your tool stockpiles.

New Features
 - Bone Stack Mod by Wannabehero. Bones come in smaller stacks now. Example:  Instead of 1 stack with 24 bones, you get 12 stacks with 2 bones. This fixed the issue with bone stacks being used up to fast. Now you have more then enough stacks.

 - Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.

 - Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10x higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.

Ceremonial totems and statues have been removed. They are no longer needed as build materials.

There are 3 levels of priests now. All priests are sterile (celibacy), and level up by praying a long time in the Monastery. Apostle, Priest and High Priest. First one is the very same as before. Second one can identify possessed dwarves. Third one can identify possessed dwarves, gives no-fear to allies, blocks most interactions done by the Cult of the Carp God, and can identify the cult leader without starting combat.

The downside? All inner threats no longer show their hints. No more 'the baby paints a pentagram with blood'. No more 'checks out the refuse stockpile'. Instead a random dwarf might find a clue in the fort, but no one but the Priests or Wards of Armok can identify the possessed dwarves now. Good luck.

A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.



Donations
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Thank You!

« Last Edit: December 31, 2013, 05:53:13 am by Meph »
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Vabalokis

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #1 on: December 31, 2013, 05:21:40 am »

Quote
Extract tar from smoothed wood

Things are getting hot


ps. this gui isnt working for me again
« Last Edit: December 31, 2013, 05:29:23 am by Vabalokis »
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DoomOnion

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #2 on: December 31, 2013, 05:30:04 am »

Damn it! My fort was doing so well. Now I have to switch. Thanks for the update, meph!
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fasquardon

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #3 on: December 31, 2013, 06:56:31 am »

Does this need to be merged with the updates and bugfixes on github as still?

fasquardon
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Parhelion

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #4 on: December 31, 2013, 07:53:37 am »

Meph strikes again!

I knew I should always check the forums for updates before starting a new fort!  Thank you!
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mahrgell

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #5 on: December 31, 2013, 08:35:04 am »

Oh, turning off labors of migrants has made it in the launcher. Awesome!
But i read somewhere, that you (Meph) like to use the fact it is turned on for some castes/labors whatever. Is it okay to turn it off, or may there be annoying consequences?

There Is No Vic

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #6 on: December 31, 2013, 08:57:12 am »

Splinterz:

Zero flickering on the GUI. Great work!
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ThaMuzz

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #7 on: December 31, 2013, 09:07:26 am »

STOP UPDATING SO FAST! 
I only just started the Rendermax Redux thread, I don't need incentives to start a new fortress.  :P
Would replacing the raws of my current save with the updated raws give me access to the new features without requiring a restart?
I mean, I would have to figure out a place for the oracle in my designs...
And there are some layout changes I want to try out...
« Last Edit: December 31, 2013, 09:15:39 am by ThaMuzz »
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Stormbuilder

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #8 on: December 31, 2013, 12:11:48 pm »

Ehm, Meph, isn't silver actually a decent material for blunt items due to its density? 30x damage is a lot.
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thistleknot

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #9 on: December 31, 2013, 12:50:40 pm »

Ehm, Meph, isn't silver actually a decent material for blunt items due to its density? 30x damage is a lot.

this sounds like a job for "user patching!"

Stormbuilder

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #10 on: December 31, 2013, 01:56:26 pm »

Ehm, Meph, isn't silver actually a decent material for blunt items due to its density? 30x damage is a lot.

this sounds like a job for "user patching!"

No way, I will abuse this :P

I was just asking, as I am not sure (never used blunt items), so consider it feedback ;)
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udsuna

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #11 on: December 31, 2013, 03:07:18 pm »

Without trying to delve into the program and figure it out? It can't be all that useful.

Sure, against "evil" or "good" targets, it's great. But how many of THOSE are there?


And x30 damage probably isn't even worth it in the long run, considering that there's still miss and armor deflection chances. And when it does work, you're wiping out the creatures so quickly that you don't get decent combat training out of it.


I think I'll be saving my silver for mithril production.
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Meph

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #12 on: December 31, 2013, 04:42:24 pm »

The idea behind the silver is this: Make a good weapon that works against only specialised enemies, but sacrifice the ability to use it to make mithril. It offers options. 30 times damage is intended, and I wont change that. You dont find that many evil/good creatures anyway, so I assume people will make small squads with this moon/shadesilver. You also need magma to produce it, dont forget that fact.

"Does this need to be merged with the updates and bugfixes on github as still?"
 - No, all the changes from the patched version are included, with exception of falconnes update for one of his plugins. I missed that one, but you can copy it into any running fort.

"you (Meph) like to use the fact it is turned on for some castes/labors whatever. Is it okay to turn it off, or may there be annoying consequences?"
 - No, thats fine. Its only annoying if you play Warlocks. ;) You read it in the discussion about gnome kids for Indigofenix.

"Would replacing the raws of my current save with the updated raws give me access to the new features without requiring a restart?"
 - Under no circumstances copy these raws into your saves. It will break. It requires a restart. But you can use the new rendermax. Just copy the old data/save/region folder into the new update. It will still use its own raws, but you get the new dfhack things.
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

BigD145

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #13 on: December 31, 2013, 04:49:42 pm »

"Does this need to be merged with the updates and bugfixes on github as still?"
 - No, all the changes from the patched version are included, with exception of falconnes update for one of his plugins. I missed that one, but you can copy it into any running fort.

Any Windows users are probably fine. Falconne's r40 is the latest but r39 and 40 are Mac and Linux fixes. Last update is the 28th. Anything newer to worry about?
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kamikazi1231

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #14 on: December 31, 2013, 06:50:28 pm »

This will be an interesting time to figure out how to use souls.  You said that souls appear after an animal is butchered.  Do we get souls from killing enemies with military?  If yes I could see it encouraging mass cage trapping everything.  On the other hand I like the idea of pitting mass unarmed goblins into the sacrificial chamber with my valiant warriors within.

While I always have a healthy completely out of control animal population I know for many having 200 moleweasles sitting around to be mass butchered would be an issue for fps. 
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