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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 76117 times)

Iazo

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #285 on: June 02, 2016, 12:18:22 am »

Any news about this? This is one of my favourite play modes, having only one unit to play with is awesome.
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #286 on: June 02, 2016, 03:56:18 am »

Any news about this? This is one of my favourite play modes, having only one unit to play with is awesome.
SURPRISE!

Tomorrow I will release a new hermit mode.
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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 :::
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Iazo

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #287 on: June 02, 2016, 11:06:54 am »

Yay! That is a surprise!
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Fairin

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #288 on: June 03, 2016, 06:56:42 am »

Any news about this? This is one of my favourite play modes, having only one unit to play with is awesome.
SURPRISE!

Tomorrow I will release a new hermit mode.

*waiting intensifies*
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Insanegame27

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #289 on: June 03, 2016, 07:03:20 am »

I thought Hermit was going to be phased out in favor of new adventure mode?
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #290 on: June 03, 2016, 07:10:50 am »

I thought Hermit was going to be phased out in favor of new adventure mode?
I dont remember saying that...
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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 :::

Iazo

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #291 on: June 03, 2016, 01:46:20 pm »

I downloaded and installed the newest version, but I cannot figure out how to start hermit mode.

You said I have to choose a civ, and build a special workshop, but I can't find the workshop in the build list.

Does the Hermit civ have to be enabled for both Active and Fortress mode? (It's disabled by default.) Do I have to pick any specific civ on embark?
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #292 on: June 03, 2016, 04:26:37 pm »

You have to enable the hermit civ, and embark with the hermit civ. Best to disable fort mode for other races.
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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 :::

Urlance Woolsbane

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #293 on: June 03, 2016, 04:37:32 pm »

You have to enable the hermit civ, and embark with the hermit civ. Best to disable fort mode for other races.
About that... How about giving Hermit civs an absurdly specific set of symbols?
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aldehyt

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #294 on: June 04, 2016, 03:22:45 am »

How to deal with migrants in hermit mode ?
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aldehyt

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #295 on: June 04, 2016, 06:41:34 am »

Any options send them back or sacrifice that sh1t distrubing mine serenity ?, if i cant just kill them...

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Fairin

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #296 on: June 09, 2016, 07:53:10 pm »

dealing with ruffians in my tavern bustin up each other, i get a strong feeling my hermit noble should be dishing out some justice or jailing some goblins. then again its quite a fun place to visit got a succubi troupe dancin, naga girls and what not hanging around.

question is, what do i need to do to activate the justice system.. its grey'd out on built cages / chains.
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smakemupagus

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #297 on: June 09, 2016, 09:02:48 pm »

dealing with ruffians in my tavern bustin up each other, i get a strong feeling my hermit noble should be dishing out some justice or jailing some goblins. then again its quite a fun place to visit got a succubi troupe dancin, naga girls and what not hanging around.

question is, what do i need to do to activate the justice system.. its grey'd out on built cages / chains.

noble with [RESPONSIBILITY:LAW_ENFORCEMENT]

Fairin

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #298 on: June 09, 2016, 09:17:26 pm »

thanks again smakemupagus, i swore that was in the hermit noble position when i looked over it last, or maybe i remember meph saying its a sherrif too... if i keep this up i might learn how to mod, and thats scary!
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smakemupagus

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #299 on: June 09, 2016, 09:26:04 pm »

Oh!  I'm away from computer so I didn't double check if hermit already has it.  So then I may be mistaken!

ed. Nope, they have LAW_MAKING but not LAW_ENFORCEMENT.  give that a try?
« Last Edit: June 09, 2016, 10:05:01 pm by smakemupagus »
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