Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Next focus (I will work on the Human Civ in the meantime):

Manuals
Dfhack r5 / Stonesense Overlay
More Graphic Item tiles (tools, toys, crafts, hardcoded tiles)
Bugfixes / Balancing
Warlock Update

Pages: [1] 2 3 ... 11

Author Topic: UPDATE - V.5.10 - Best update + STOCKPILES + MULTI-ZLEVEL VIEW  (Read 24512 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist



Notes: I collected a couple of suggestions and bugfixes, and added Boltungs Succubus update as well as IndigoFenix Gnome update. The biggest fix/balance change is probably in the clay/pottery system. Its not so convoluted anymore, no more drying reactions, bone-dry or leather-hard items. Its just "Clay => Shape item => Greenware item" and "Greenware item => Burn Item => Stoneware item". Thats it. You collect clay and shape it. You take shaped clay item and burn it. Finished. In addition to that there are minor fixes and additions across all races, and a very, very nice graphic update. Even better than the item sprites: Multi Z Level Viewing. See the screenshots below. You have mifki to thank for that one, he released a beta version of this plugin. It will be greatly improved over time, currently it has the side-effect of making sky/chasms appear solid black, if they are more than 10 z levels difference, or if you disable the plugin. If you do that, please open data/init/d_init.txt and change the tiles for SKY and CHASMS again. I left the original tile numbers right next to it. :)

General Changes:
 - Added "Contract (race)" as tool to 10 races. Humans, Dwarves, Elves, Gnomes, Succubi, Warlocks, Goblins, Orcs, Kobolds, Drow.
 - All their Caravans will bring it.
 - If you play that race, you will be able to make them yourself. They are meant as tradegoods. This is in preperation of the human trading system.
 - Drow Diplomat should now have correct sprite (and no longer look like a ghost).
 - Fixed typo in ore processor: cassierite vs. cassiterite.
 - Fixed "Sell titanium bar for 2500 sovereigns", now gives correct amount of gold.
 - Several announcements no longer say "a dwarf has made X", but "X has been made." Done to stop mentionings of dwarves when playing other races.
 - Stockpile titles are now written like this: "***GEM***" or "***ROCK***". Should make the preferences look less odd, in case a dwarf likes those materials.
 - Fixed a hotkey conflict in the Sawmill.
 - Changed Clay / Pottery system across all races. No more drying needed. Just "Shape Item => Burn Item".
 - Fixed water/magma depths when using water/magma trap. (was 1/7, is now 7/7, thanks arbarbonif)
 - Fixed furniture workshop stone reactions, no longer accept planks. (also done by arbarbonif)

Kobold Changes:
 - Composite bows can now be wielded by Kobolds.
 - All bone items from the bone chipper are now called "bone item". They were lacking the "bone" part in the name.
 - Kobold fletcher can now make pointy, sharp or blunt arrows from bone. 25 a stack.
 - Kobold Breeding Warrens have the hint that "Worker must be female".
 - Added two nobles: Warren Masters and Tribe Speakers. They are the outpost liaison and the diplomats of the kobolds now.
 - This means you can order specific goods from kobold caravans now.
 - Fixed seeds produced from "Brew muck root tea(2)".
 - "Practice ranged combat" now uses quivers as reagents instead of ammo, to avoid wasting entire stacks/poisoned ammo.
 - Reduced change of retaliation from stealing in the Thieves tunnel from 5% to 3%.
 - Training on the Track Parcour no longer generates new trapcomps, instead the used ones are preserved.

Orc Changes:
 - Added missing training weapons to entity file. Sword, Axe, Spear, Mace and Staff.
 - This also fixed the combat skill training reactions, which require these training weapons as reagents.
 - Fixed "Create bone voodoo figure", which now has correct material after creation.

Gnome Changes:
 - Fixed "Create full-spectrum specs" reaction.
 - Thunder Coil made stronger, Cosmic Gear now causes various side effects in nearby creatures including teleportation, rapid aging, rapid de-aging, generation of time clones, and retroactive elimination from time.

To quote the manual entry:
Quote
The Cosmic Gear runs electrical power through a warpstone calibrated with gem-based flux capacitors, and plugs into the very clockwork of the universe itself.  When connected to a power source from above or below, this inexplicable device will accelerate the flow of time, or if reversed, will slow it down to a stop.  If you need a caravan to come quickly, or need some extra time to prepare for an invasion, it can be very useful.  But beware of meddling too much with the cosmic clock: accelerating time will age your gnomes and animals faster and will bring sieges faster, and if you stop time, your gnomes will neglect to take care of their basic needs.
   In addition, the Cosmic Gear can have a variety of strange effects on nearby creatures.  When it is reversed, it may discharge positive time energy into anyone nearby, which will teleport them directly to wherever they were going, but if their path is blocked, it may cause them to age rapidly and die of old age in a matter of minutes.  If it is accelerating the timestream, it will discharge negative time instead, which will teleport them back to an earlier position, but if their path is blocked, it will rapidly de-age the target into a child before erasing them from the timestream entirely, which may have further, unexpected consequences... And if two Cosmic Gears are running in opposite directions, the turbulence generated between them may cause creatures to de-synch and pull copies of them from parallel universes!
   This device has not been adequately tested in all circumstances.  Use it at your own risk.

Succubus Changes:
- Removed speaking from Nahashes and Rat Things.
- You can craft more gem items now.
- Updated the embark profiles to remove old items.
- Summoning Orthi and Rat Things have been made harder. Again.
- The succubus tile should be visible on the non default tilesets now.
- Fixed issues with basiliskine bars and blade whips making.
- Sow discord will no longer cause a loyalty cascades among invaders and is now cheaper.
- The succubi are vulnerable to black lung again with the exception of fiends (corrupted dwarves/gnomes).

+ Prisoner corruption
- The reaction has been updated to the new entity set.
- All civs castes can be corrupted now.
- New invaders and fortress defence races can now be corrupted too.

+ Forge heating
- You can heat the forges to generate fuel from stone, using the furnace operator skill.
- You can do that on most, non magma buildings that require fuel.
- Be warned that heating a stone will tire the succubus who will need to rest afterwards.

Graphics
 - Multi Z Level viewing.
 - As a side effect, sky/chasm appear solid black when viewed without the plugin, or if there are more than 10-zlevels drop. This will be fixed in future releases of the plugin.
 - TwbT now compatible with Rendermax. You can have Item Graphics + Multi-z-Levels + Dynamic Lighting active at the same time. Just enter "Rendermax light" into dfhack. Mind that Rendermax still crashes if the window gets resized/zoomed in/out.
 - You require an OpenGl gpu and set Printmode to STANDARD. (which is the new default. If you dislike it/have problems, set Printmode to 2D. This can be done in the first tab of the GUI, after you disable "Item Graphics")

Day with Rendermax:


Night with Rendermax:


Surface with 10 level drop, no Rendermax:


Cavern 1 with Rendermax:


Cavern 2 with Rendermax:


Cavern 3 with Rendermax:


Obligatory mention: This update is not save compatible. However, you can copy the new hack and data folders and get the multi-z viewing even in running forts. Hope you have fun with it. :)

If you have any issues with the multi-zlevel-viewing plugin, the item graphics, or the second text tileset, please leave your feedback here. It will help mifki to narrow down on possible bugs. Thank you.






A quick update here. I updated Roses scripts to 1.1, and fixed the versions the warlocks have. The Teleporter and the Water/Magma wells work again. :) I ported these changes to Dwarf Mode, because the system is way superior to the old liquid spawning. I explain it in detail further below. The biggest change are the stockpiles. They are now sorted and more accessable. Same applies to the stocks screen.

Humans:
 - Now have iron equipment in addition to steel, to make sieges easier.

Elves:
 - Now have silver and moonsilver equipment in addition to mithril, to make sieges easier.

Warlocks:
 - Fixed teleporter.
 - Fixed water well.
 - Fixed magma well.
 - Warlocks should no longer get migrants past wave 2.
 - Warlocks should no longer get caravans.

Dwarves:
 - Fixed "Make bone candelabra"
 - Intermediate reagents for research are no longer stockpiled. This means you can have multiple researchers running, without dwarves stealing/storing the reagents.
 - Removed Liquid Spawner and Liquids Spawner research.
 - Removed Waterlings/Magmalings.
 - Removed tanker carts and water/magma bottles.
 - Added Magma/Water Wells. You need a Blood/Tear of Armok to build them, and they can produce magma/water.
 - You can either make the liquid on the same z level (suicide in case of magma), or on the z level above. Perfect for traps.

General bugfixes:
 - Removed another 30 (!) unused inorganics.
 - Blood of Armok gem is now magma proof.
 - Good civs no longer skulking.
 - Test reaction deleted.
 - Fixed overrides files for item graphics.
 - Fixed harder farming option for ironhand.

Stockpiles:
 - Sorted all stockpiles. By type, and alphabetically inside the type. This counts only for "simple materials". If you add all vanilla materials back, they are still sorted in groups, but no longer alphabetically.
 - Misc section still a bit chaotic, I need to clean up the inorganic entries themselves first.
 - Added title menus to the stockpiles. Flux, Stone, Ore, Pure Ores, Gems, Special Gems, Metal, Special Metals, Misc, Clay...
 - Sorted Forge menu. Special glasses and empyrian/ethereal types are now at the bottom.





Water Wells and Magma Wells
 - Needs a Tear/Blood of Armok to be build.
 - They have two types of spawning: Same level (spawn liquid) and level above (spawn trap)
 - Spawning liquids on the same level is free.
 - Spawning liquids on the level above costs one additional Blood/Tear of Armok.
 - Have three options, small, normal and big liquid amounts.


 






Please bear with me, this will be a bit longer. Special thanks to Omniclasm, Spinterz and Mifki for their work on scripts, GUI and the TwbT plugin that allowed me to add the item graphics. This makes V.5.08 the best (?) update the mod ever had. And thanks to the generous supporters of MDF and the fundraiser, which is still open till the 5th of July. ;) If you want pitch in and show your support, here the donate link for probably the last time. ;)

This update adds:
  • General Bugfixes - Among them a fix for the endless butcher bug
  • A large Kobold Update, overhauling most of their buildings
  • The MDF Race Overhaul - 7 new races and factions
  • A very special graphic update

Bugfixes

Lets start with the general bugfixes. Praying and Archeology give bit less, but living rock and cold forging gives a bit more. Magic is also independant from Research now, so you can do either. See the changelog below.

Quote
- Guardian of Armok much rarer from archeology.
 - Praying now take 25% longer for the same amount of items. (down from 4% chance to 3% chance)
 - Removed another 74 (!) unused inorganic entries.
 - School of Wizardry no longer needs research.
 - Fixed missing reagent for weapon melting in blast furnace.
 - "Cold hammer copper from malachite" and "Cold hammer tin from sphalerite" is now 2.5 times as efficient. Gives more bars.
 - Fixed the endless-butchering-of-same-item bug. (Thanks omniclasm)
 - Good Region weather is now a fog, units that enter it get nodrink/noeat for a while. (fix by arbarbonif)
 - Living rock leaves a lot more boulders now. (fix by arbarbonif)
 - Butchering living rock only gives 2 meat, not 5.

Warlocks
 - Prisoners now leave products when butchered.
 - Warlocks no longer spawn mephits.
 - Warlocks now receive caravans and send sieges.


Kobolds

Next is the large Kobold update. Essentially a complete overhaul of the thievery system and the workshop menu. There are many smaller balance changes, and you can read everything in the changelog below, but three important things stand out.

1. Thieves Tunnel. You now have only one, and it has 15 reactions, one for each race. The stealing might injure the worker, it might kill him, it might spawn an attack, or it might do nothing. The reward is a small item, which is race specific. And you have a 5% chance to steal a building plan, which unlocks one of the 15 race-specific workshops.



2. Workshop Overhaul. Four workshop are the basis for most buildings now. The Worktop, the Tent, the Greater Tent and the Lodge. These empty buildings can be outfitted with different workshops. This costs 1 leather for tents, 1 leather/1 barrel for worktops and 1 leather/1 totem for lodges. You can also clear these workshops and re-use them. This means a wood-working area can easily become a scale and chitin workarea. Or your sisha lodge that you dont need anymore can become a druids lodge. This enables kobolds to make good use of small areas.





3. Shovels are back! The Dirt Digger can now make a breakable shovel from wood. You no longer steal picks, but instead can dig in the early game directly. The shovels dig soil and rock, but break after one ingame week. This means you can dig soil rather easily, but the deeper you go, the less time is spend efficiently mining. Its mostly intended for digging hovels into soil and a direct stair into the caverns.

Quote
Kobold update
 - Breeding Warrens changed, they now empgrenate the worker, if female.
 - Thieves tunnel changed, now only one. More dangerous.
 - New building upgrade system.
 - Paupers Pup has smaller design (5x5)
 - Scribe removed.
 - Painters Studio renamed to Paint Mixer. Also reduced from 5x5 to 3x5.
 - Kobolds Fishpond deleted.
 - Booze Burner, Poison Cookery, Juice Bar and Critter kitchen reduced to 3x3.
 - Fixed typo in Bone Scrapper name.
 - Pottery renamed to Clay Shaper. Also redesigned from 5x3 to 3x5.
 - Thieves Tunnel redesigned to 7x7.
 - Glass Blower redesigned from 5x5 to 3x5.
 - Removed Kiln.
 - Melting Pot redesigned from 3x4 to 3x1.
 - Deleted Mineshaft (Troglodyte Loot)
 - Deleted Soul Forge, Ashlander Kennels.
 - Made Gremlin Chemist a standard building. (Previously Gremlin Loot)
 - Same for Casino and Poisoners Lab.
 - Deleted Warpstone Lab.
 - Removed access to stables.
 - Removed access to ore processor. dun dun dun, no more "easy" access to metals.
 - Kobolds have three "base" buildings now: Worktop (Empty), Tent (Empty) and Lodge (Empty).
 - These can be upgraded into different types of workshops. This removes 20 entries from the workshop menus.
 - Updated the Arena to use the spawnunit script, instead of transforming changelings. Now much easier to use.
 - Kobolds no longer need to dry clay. This removes two worksteps and results in "Shape item => Burn item". Thats it.
 - The Dirt Digger can now create "breakable shovels", which get worn quickly, but allow you to dig a bit. Costs 3 wood.
 - Simplified "Make totem" reactions in the Hexers Hut.
 - Hexer gets a new hex: Summoning Hex.
 - Keas and Honey Badgers are no longer transformed from Changelings, instead summoned with summoning hexes at their totems.
 - Added missing decorations, 8 new decorational plants.
 - Kobold painter can now paint blocks (4)
 - Kobold painter reactions simplified: 8 times less reactions. Uses any paint now, so use stockpile links.
 - Added "work out" to the training room. Uses athletics skill and trains attributes, just like in dwarf mode.
 - Removed Soothsayers Hut.
 - Moved the three special totem-bomb fillings from soothsayers hut to Gremlin Chemist.
 - Removed Kiln. Potash/Pearlash done in Gremlin Chemist.
 - Deleted fire/explosive sling bullets from Chemist.
 - Altar to Griblin the Lucky is no longer a foreign tech stolen from rival kobolds (as there is only the playable kobold civ left)
 - Removed Water/Magmalings from Kobold mode.
 - Deleted a few military-skill training reactions from the Paupers pub that could also be trained in other workshops.
 - Jackrats are slightly more expensive and give slightly less offspring.
 - Kobold Trader Warrens can now unpack Gnomish crates.
 - All kobold buildings are made by leatherworkers.
 - All basic workshops can be reused, costs 1 leather.
 - All lodges can be reused, costs 1 leather and 1 totem.
 - All basic custom kitchens can be reused, costs 1 leather and 1 barrel.
 - Moved "Brew toad-shots(10) from toad venom" into Juice bar.


Races

Next on the list is the MDF Race Overhaul. I removed the gremlins and troglodytes from the caverns, as well as the evil twins, the ashlander elves, chaos dwarves, human bandits and deep drow. I added elementalmen, blind cave ogres, spawn of the holistic, werewolves, naga, centauren and banshees as civs. And I made teams. Lets look at the new civs first:

Elementalmen - Cavern race
 - Slow
 - No weapons
 - No armor
 - Come in 18 types. 6 metals, 6 rocks, 6 gems.
 - Leave itemcorpses. Bars, Boulders or large Gems.

Blind Cave Ogres - Cavern Race
 - Large and strong
 - Blind
 - Rusty iron/steel armor and weapons

Spawn of the Holistic - Cavern Race
 - I wont spoil anything. Some people will recognize the name.
 - No weapons
 - No armor

Werewolves - Savage Race
 - Fast and strong
 - Immune to most damage
 - Take high damage from silver/moonsilver
 - No weapons
 - No armor
 - Only appear one at a time, like kobolds
 - Might infect people with lycanthropie

Naga - Savage Race
 - Weak
 - Basic Weapons
 - No armor
 - Amphibious
 - Venomous
 - Can use Magic

Centauren - Savage Race
 - Fast
 - Wooden Bows
 - Wooden Armor
 - Archers-only

Banshee - Evil Race
 - Use Scythes
 - No armor
 - Come in 4 types:
 - Shades might kill any unit they touch. (70%, 8000 ticks wait time before they can try again)
 - Banshees might wake all sleepers/end all breaks. This adds negative thoughts.
 - Soul Wisps might explode (harmless, but puts people to sleep. Low chance of starting a fire)
 - Haunts might animate corpses they see. (1000 ticks wait time before they can try again)
 - Only appear one at a time, like kobolds

You will have noticed several things about the races.

1. They are highly specialised, each one does something else. Werewolves might start to infect people, but can easily be killed with silver. Nagas might ambush through your wells/moats and poison people. Banshees use special tactics, while you might want to actively hunt Elementalmen for their resources, while you circumvent blind Ogres. I hope these ideas make attacks more interesting.

2. Most of them do not bring goblinite. They use itemcorpses, natural armor and weapons, interactions and wooden equipment to keep the amount of items low. You will not be flooded with free metal, nor will the FPS take a hit from so many items, nor will your haulers be busy 24/7 with cleaning up sieges.

3. I wrote "Savage Race", "Evil Race", "Cavern Race" next to them... what does that mean? Teams. Races in Masterwork now come in 5 flavors. Civilized, Savage, Slavers, Evil and Cavern. Each group consists of four races, and these races are allied with each other team member. Team Civilized is for example Dwarves, Elves, Humans and Gnomes. Savages are Centauren, Naga, Werewolves and Kobolds. Evil is composed of Automatons, Frost Giants, Warlocks and Banshees, while the Slavers are Orcs, Goblins, Succubi and Drow. Note that Evil and Savage races dont trade among each other, I made sure that Warlocks and Kobolds stay as isolated as they were.



As seen on the screenshot, its not only factions thats new. There are 4 other new options for races. "Guards" adds or removes bodyguards from their caravans. "AI" determines if the race attacks normally, sends ambushes, camps outside your fort, or both. "Skulking" turns races into kobold-lookalikes. They only send single units to steal/snatch, and once they have succesfully done that often enough, start sending ambushes and sieges. Please do not use Faction:Civilized with Skulking together, as it might crash the worldgen! The last option is "Seasons" which determines the active season that the race might trade or attack. If you enable all seasons for dwarves, you get 4 dwarven caravans a year. Activate two seasons on your enemies, and you get twice as many attacks. It allows a lot of fine tuning when it comes to game balance.

Because the civilization tab got a bit full, the cavern races moved to the "other creatures" tab, next to the Fortress Defence races.





Graphics

But wait, there is more. Thats not the end. The largest addition comes now: Items have unique tiles now. A picture says more than a thousand words:



How does this work? With mifkis text-will-be-text dfhack plugin. It does have certain setbacks however. It will not work with true-type. And it will not work with Rendermax. Printmode has to be STANDARD. I enabled this mode be default, so that everyone can have a good look at it and tell me whats good, whats bad, what could be added and what should be removed. If you want to disable it, simple click on the "Item Graphics" button in the GUI, which has been added next to the tileset and rendermax options. This gives you true-type back, which is useful, because names and texts get cut off a lot without it, but there is a little trick for this: Simply press tab to bring up the larger menu. :)

Spoiler: Text cut off (click to show/hide)
Spoiler: Text not cut off (click to show/hide)

Now to the actual items. Here a lot of all item tiles with names next to them. This is how you will see them ingame. :)

Spoiler (click to show/hide)
« Last Edit: June 28, 2014, 06:29:30 pm by Meph »
Logged
::: ☼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 :::

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #1 on: June 23, 2014, 11:28:37 am »

That's great, I need to gena  world and start writing. Did you include the succubus bugfixes I released a couple days ago? If not, that's ok. I'll send another bugfix soonish.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #2 on: June 23, 2014, 11:37:17 am »

That's great, I need to gena  world and start writing. Did you include the succubus bugfixes I released a couple days ago? If not, that's ok. I'll send another bugfix soonish.
I did not. Sorry, must have missed that. But I did change the tilenumber for the Succubus graphics and made tile0 black again, as you suggested. The Succubus is now on tile139. Updated all buildings for this change as well.
Logged
::: ☼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 :::

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #3 on: June 23, 2014, 11:52:16 am »

Aww, and little ol' Riverrun even got linked! Thank you!  :D

greycat

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #4 on: June 23, 2014, 11:54:24 am »

Quote
- "Cold hammer copper from malachite" and "Cold hammer tin from sphalerite" is now 2.5 times as efficient. Gives more bars.

That second reaction should be either "zinc from sphalerite" or "tin from cassiterite", yes?
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #5 on: June 23, 2014, 11:54:53 am »

Nice!  Did you draw all of these graphics?

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #6 on: June 23, 2014, 12:06:16 pm »

Quote
tin from cassiterite
Yes, thats just a typo, I wrote them from my (faulty) memory.

Nice!  Did you draw all of these graphics?
I got many of them from here, but about half of them are from me. Mostly alteratings, color changes, fitting them to 24x. And of course the override files and DF tileset are by me. To quote the artist of the sprites I mostly used: "I myself allow people to use my work for both commercial and non-commercial games for no charge, but (and yes I stole the idea from Yanfly) if you make a commercial game a free copy of the game would be appreciated."

Aww, and little ol' Riverrun even got linked! Thank you!  :D
Its a great fort. :) I love seeing people getting good fun out of the mod. Even if the schizos are giving you a hard time :P
« Last Edit: June 23, 2014, 12:15:03 pm by Meph »
Logged
::: ☼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 :::

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #7 on: June 23, 2014, 01:11:55 pm »

Koboolds = Yay. Although I'm sort of sad you now have no way to choose birthsigns at all. Its especially bad when you get whole 40+ migrant waves composed mostly of useless Eel-signs rather then useful combat or crafting signs. Looks like Cobaltpacked[Yes, it still exists. I've just been busy with RL stuff.] will probably need to migrate to the new version so it can better cover the new areas kobolds have. At least, once the bugfix update where all the severe bugs[There's bound to be a few], are taken care of. Also, you've eliminated most of the exploits that made Kobolds OP before, so good job with balance. The graphics are cool too.
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

Vabalokis

  • Bay Watcher
  • Urist McKneeGrow
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #8 on: June 23, 2014, 01:15:58 pm »

That new font hurts my eyes after half hour of playing and my eyes never get tired this fast (not sure if its a font or font+color scheme problem). I start to feel something only after 20 hours or so... I wish someday we could have ttf and grafix + rendermax
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #9 on: June 23, 2014, 01:20:08 pm »

Koboolds = Yay. Although I'm sort of sad you now have no way to choose birthsigns at all. Its especially bad when you get whole 40+ migrant waves composed mostly of useless Eel-signs rather then useful combat or crafting signs. Looks like Cobaltpacked[Yes, it still exists. I've just been busy with RL stuff.] will probably need to migrate to the new version so it can better cover the new areas kobolds have. At least, once the bugfix update where all the severe bugs[There's bound to be a few], are taken care of. Also, you've eliminated most of the exploits that made Kobolds OP before, so good job with balance. The graphics are cool too.
I honestly dont think there are any new bugs. Maybe the slam/injury for stealing kobolds needs balancing, but the rest should work fine. :)

That new font hurts my eyes after half hour of playing and my eyes never get tired this fast (not sure if its a font or font+color scheme problem). I start to feel something only after 20 hours or so... I wish someday we could have ttf and grafix + rendermax
Download this: http://i.imgur.com/HqETY2r.png (its the obsidian set), call it font.png and copy it into data/art. Should help with the font. I personally love that super thin/sharp font from Cheepicus, but you can use any tileset font for that.
Logged
::: ☼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 :::

filloax

  • Escaped Lunatic
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #10 on: June 23, 2014, 02:16:37 pm »

Holistic Spawn... :o
tehsid help me
Spoiler (click to show/hide)
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #11 on: June 23, 2014, 02:18:35 pm »

Holistic Spawn... :o
tehsid help me
Spoiler (click to show/hide)

What, no Spearbreakers?  :P

Rhodan

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #12 on: June 23, 2014, 02:36:05 pm »

I seem to be unable to switch to the ASCII tileset (or any other tileset) in version 5.08.  I tried various combinations of Truetype/creature graphics/item graphics/fresh installs to no avail.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #13 on: June 23, 2014, 03:05:48 pm »

I seem to be unable to switch to the ASCII tileset (or any other tileset) in version 5.08.  I tried various combinations of Truetype/creature graphics/item graphics/fresh installs to no avail.

It looks like Meph actually removed the standard fonts(!)
Code: [Select]
~/df$ ls MWDF-507/Dwarf\ Fortress/data/art
curses_640x300.bmp       mouse.bmp
curses_640x300.png       mouse.png
curses_800x600.bmp       Phoebus_16x16_base.png
curses_800x600.png       Phoebus_16x16_Diagonal.png
curses_square_16x16.bmp  Phoebus_16x16_Meld.png
curses_square_16x16.png  Phoebus_16x16.png
font_dejavu_sans.ttf     Phoebus_16x16_Smooth.png
font license.txt         Phoebus_16x16_Symbol.png
font.ttf                 Phoebus_16x16_TextBackground.png
Matrix.png               Phoebus_16x16_TextClean.png
Code: [Select]
~/df$ ls MWDF-508/Dwarf\ Fortress/data/art
Font24.png                         MDF 24x - Overrides Weapons.png
font_dejavu_sans.ttf               mouse.bmp
font license.txt                   mouse.png
Font.png                           Phoebus_16x16_base.png
font.ttf                           Phoebus_16x16_Diagonal.png
Graphcis24.png                     Phoebus_16x16_Meld.png
Graphics.png                       Phoebus_16x16_Smooth.png
MDF 24x - Overrides Armor.png      Phoebus_16x16_Symbol.png
MDF 24x - Overrides Buildings.png  Phoebus_16x16_TextBackground.png
MDF 24x - Overrides Items.png      Phoebus_16x16_TextClean.png
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: UPDATE - V.5.08 - Best update ever ?
« Reply #14 on: June 23, 2014, 03:13:58 pm »

No, I renamed the Phoebus_16x16.png files in the graphic sets with Graphics.png, because I thought that the GUI copies all files in these folders. The GUI actually just specifically the Phoebus_16x16.png.

I am uploading a fix now. :)
Logged
::: ☼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 :::
Pages: [1] 2 3 ... 11