Dev Log - Day 25
I fixed the torches, finished the military castes, the garrison, tested, packed and uploaded V.1 of the humans. I started a thread for a succession fort that I plan to start tomorrow. You can find it here:
http://www.bay12forums.com/smf/index.php?topic=141663.0New additions are:
Military Garrison
Ring the alarm to wake up sleepers and stop parties. Good to get ready for attacks.
You can train civilians to become a guard or marksman. This costs 2500 gold and changes their caste. Guards learn armor and shield twice as fast and improved willpower, toughness and recuperation. Marksmen learn ranged weapon skills twice as fast and have improved focus and recuperation, as well as an improved range of 5 tiles. Both can enter martial trances and like fighting.
Civilians can also become a squire. This is free, but squires do not learn any skills but combat skills. They get 1 free skill increase in all combat skills, leadership and military tactics, can enter martial trances and like fighting. They learn all combat skills twice as fast. After 2 years they will transform into a knight.
Knights have increased strength, toughness and endurance, get 2 free skill increases in all combat skills and heal slightly faster. After 2 years they transform into paladins.
Paladins get another 2 free skill increases in all combat skills, all the boni that knights had, and feel no fear, exertion or pain. They will never flee and fight to the death.
I meddled a bit with an idea by scamtank, about adding tags with the string dump replaces, which results in readable item descriptions, coins, engravings...
I added IndigoFenix script: timestream, which allows to control the game speed. More on that in the manual, once its done.
You can get V1 either here:
http://dffd.wimbli.com/file.php?id=8735 or at the first page of this thread. Please let me know your ideas for the tutorial fort, which I will start soon.