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Poll

More features... poll will be open till end of August.

Kobold Arena-like summonings of hostile creature to defeat for rewards.
Alchemy makes potions that give permanent boosts to the hermit.
A vampirism transformation that forces you to kill regularily, or die.
A werebeast transformation that is triggered in combat, like Kobold Druids.
AoE explosive/poisonous trap-components and catapult ammo.
Spawn/Summon pets like squirrels, niths, mountain gnomes, pixies.
A custom "cooked-meal" system, which has you prepare real meals. No more "eat one seed, not hungry anymore"
Massive AoE spell like fire-rain or evil-clouds as a way to ged rid of too large sieges.
Metal transmutation, alchemy based.
Hardcore mode, without all the boni like nopain, custom bone template, free skills, etc.

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Author Topic: ☼The Hermit☼ - Everything Hermit Mode  (Read 77018 times)

moseythepirate

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #120 on: August 11, 2014, 01:56:12 pm »

Not sure about that. A crucible for steel, maybe. But mithril/wolfram/titanium? Doesnt strike me as fitting. A lone guy living in a cave or wooden cabin, with a fully sized industrial metalworking complex in his basement?   ???

Added Workbench (Butcher), for megabeast corpses and living rock.
Understandable sentiment. The reason why I requested it is because I was fortunate to embark with Raw Mithril (and it was the only material available which could make an anvil T_T), and it would have been nice to utilize it. There was also Tears of Armok, but I died before I could see if any of the kajiggers available could utilize it.

Personally, I feel it makes a certain amount of sense. In my mind, the big industrial processes would be the stuff like the armory, weaponry, greatforge, steam engine etc. But a lone artisan in the wilderness, producing limited quantities of excellent arms and armor for his own use? That makes sense to me.

And about Alchemy, I think that the uses you listed make sense to me. I don't see much of a use for artificial gems myself, but transmutation could be invaluable with the limited options available to a hermit, and ironbone/bloodsteel could be fun if you're going for a more necromancer flavor of hermit.

But...... It's a one man fort. How hard can it be to micromanage? o.O

I don't know about you, but I do a heck of a lot more micromanagement with one guy doing all the work.
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #121 on: August 11, 2014, 02:01:07 pm »

I think I leave it as is for now. With the additions I mentioned. Just have to add all this to the manual, and I'm good. Will release it tomorrow, people will have lots of time to play and post about it when I am not here.

Alchemy, Werebeasts, Vampirism, Potions, other new stuff: that can wait till some forts have been played and people tell me whats good/bad. Its a tiny race, but it still needs testing nontheless.
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Insanegame27

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #122 on: August 11, 2014, 03:16:19 pm »

Quote
So long as there's a route that doesn't necessitate killing random wildlife I'm good with it. I think there needs to be a lot of options for hermits to lead lives of minimal impact on the environment.

ITS AN ELF! BURN IT!
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dwarf_reform

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #123 on: August 11, 2014, 03:17:13 pm »

Amazing stuff, and thanks for your swift work! And my cow did eat human-blood-soaked evil grass :D
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Samarkand

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #124 on: August 11, 2014, 03:18:58 pm »

Quirky thing. A grey langur stole my past regrets as soon as migrant vaporized at the border.
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #125 on: August 11, 2014, 03:22:37 pm »

Well, too bad for that langur. :D

Added wooden mechanisms last minute. I remember someone asking about those. Uploading now.
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moseythepirate

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #126 on: August 11, 2014, 03:23:43 pm »

Quirky thing. A grey langur stole my past regrets as soon as migrant vaporized at the border.
There's something deeply philosophical about a monkey stealing the darkness in your heart.

Or maybe I'm just over-thinking it.
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Samarkand

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #127 on: August 11, 2014, 03:42:04 pm »

Well, too bad for that langur. :D

Added wooden mechanisms last minute. I remember someone asking about those. Uploading now.
Awesome! I'm gonna do a community fortress as soon as the release is posted.
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vjmdhzgr

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #128 on: August 11, 2014, 04:09:30 pm »

I remember it being noted that you aren't able to make steel as a hermit, so when I was assigning all my embark points I decided to take a look at bringing some ores with me and deciding on bismuth bronze because it would be cheapest and also the coolest. After about a year I got a smelter set up (noticing that you can't refine the ores which I think is probably a workshop that would be controversial to add but I personally think should be included) I looked all over the smelter and couldn't find any alloying reactions, nor did I see any workshops that seemed like you could make alloys there. So I would like to request that at least some alloys be allowed because, the hermit is a dwarf, and dwarves know a lot of alloys. So even if you want to restrict steel because it seems too high tech for a hermit living alone, bronze is way, way lower tech than steel.
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Samarkand

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #129 on: August 11, 2014, 04:13:10 pm »

I remember it being noted that you aren't able to make steel as a hermit, so when I was assigning all my embark points I decided to take a look at bringing some ores with me and deciding on bismuth bronze because it would be cheapest and also the coolest. After about a year I got a smelter set up (noticing that you can't refine the ores which I think is probably a workshop that would be controversial to add but I personally think should be included) I looked all over the smelter and couldn't find any alloying reactions, nor did I see any workshops that seemed like you could make alloys there. So I would like to request that at least some alloys be allowed because, the hermit is a dwarf, and dwarves know a lot of alloys. So even if you want to restrict steel because it seems too high tech for a hermit living alone, bronze is way, way lower tech than steel.
Added 3 metalworking furnaces. Finishing forge for early copper and bronze gear. Crucible, needs iron to be made, makes steel and upper-class metals from ore. Metallurgist, needs steel anvil to be made, makes and unmakes any alloy.



I think renaming the Workbench (Alchemy) to (Chemistry) and adding a second one for Alchemy that is a bit more fantasy-like would make sense. Currently all "alchemy" for the hermit is based on RL stuff, pearlash, potash, pitch, oil, blackpowder... not sure what I should give the alchemy one though. Its usually artificial gems, metal transmutation and ironbone/bloodsteel in the other races.
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #130 on: August 11, 2014, 04:22:07 pm »

Update is online. :) Hermit Challenge Thread in community section too: http://www.bay12forums.com/smf/index.php?topic=142143.msg5564308#msg5564308
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vjmdhzgr

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #131 on: August 11, 2014, 04:23:43 pm »

I remember it being noted that you aren't able to make steel as a hermit, so when I was assigning all my embark points I decided to take a look at bringing some ores with me and deciding on bismuth bronze because it would be cheapest and also the coolest. After about a year I got a smelter set up (noticing that you can't refine the ores which I think is probably a workshop that would be controversial to add but I personally think should be included) I looked all over the smelter and couldn't find any alloying reactions, nor did I see any workshops that seemed like you could make alloys there. So I would like to request that at least some alloys be allowed because, the hermit is a dwarf, and dwarves know a lot of alloys. So even if you want to restrict steel because it seems too high tech for a hermit living alone, bronze is way, way lower tech than steel.
Added 3 metalworking furnaces. Finishing forge for early copper and bronze gear. Crucible, needs iron to be made, makes steel and upper-class metals from ore. Metallurgist, needs steel anvil to be made, makes and unmakes any alloy.



I think renaming the Workbench (Alchemy) to (Chemistry) and adding a second one for Alchemy that is a bit more fantasy-like would make sense. Currently all "alchemy" for the hermit is based on RL stuff, pearlash, potash, pitch, oil, blackpowder... not sure what I should give the alchemy one though. Its usually artificial gems, metal transmutation and ironbone/bloodsteel in the other races.
I remember I went in game to check and make sure there wasn't anything I missed, but I guess I forgot to check the forum that I already read for something I missed. Thanks.
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #132 on: August 11, 2014, 04:26:36 pm »

No worries. Its easy to miss something, when I just uploaded it.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Samarkand

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #133 on: August 11, 2014, 04:57:54 pm »

No worries. Its easy to miss something, when I just uploaded it.
Speaking of, I don't see the link?
NVM, no longer just test version, it's in the real thing.
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Rukja

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Re: ☼The Hermit☼ - Everything Hermit Mode - TEST VERSION ONLINE!
« Reply #134 on: August 11, 2014, 05:01:48 pm »

soo
i have registred my self here post my feed back
so far the mode is funny played some howers but noticed also some bugs

since i didnt read only the first few pages i dont know if anyone else has explored the same (but since i waited the whole day to get activated i want to write it)
in all migration waves, at least one survived so i had 2, then 3 then 4
after that i had beginn to killed them so i can play again as a one man civ.

Also Caravans had begin to visit me after the 3rd Year.

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