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What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117432 times)

Meph

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☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« on: January 07, 2015, 12:51:30 pm »

V.0.5  - Download

Quote
V0.5

Added new utility: df text fix, to get rid of black spaces when using TTF. => It's in the MasterworkDwarffortress/Utilities folder. It has been written by Cyberphantom and you can find out more about it here.

Added additional speech files for Adv. Mode (From Wanderers Friend)

Added Personal Shrine - Pray for things (1% chance to get it. 33% to get XP in Pacifying.) All items you can pray for are required in moods, this building is designed to help save a moody dwarf. This building works the same way as in the old mod, just with much rarer outcome. You can power your fortress on prayer anymore.

Added new reactions to several vanilla workshops:
-  Millstone: You can grind boulders into sand. You can destroy any rock object.
-  Kiln: You can bake bones/remains into bonemeal, a flux. You can make cinder blocks from Ash bars.
-  Tanner: Make flasks from stomachs. Make daggers from horn/hoof. Make rope from leather.
-  Craftsman: Make individual rock crafts (good for mandates/demands) like rings, bracelets, amulets, scepters, crowns or earrings. Extract strands of silver, gold, mithril or orichalcum, to make fancy clothing/thread.
-  Smelter: Make iron or steel anvil from 3 bars. Directly, no need for a forge.

Fixed graphical error: missing treetrunks.
Fixed graphical error: Twbt wasnt working with Obsidian Soul.
Fixed a bug: Grinder destroyed full cages/buckets/jugs etc. They now must be EMPTY.

Added support for Fortress Defense races.
 - You can set every race as active or inactive and/or as playable in Adv.Mode.
 - You can determine the combat skills of each race.
 - You can set their AI, be it thieves, snatchers, siegers, ambushers or skulking (like kobolds)
 - You can determine if the siege and/or trade early or lage.
 - You can determine their active seasons.
- You can determine their ALLIANCES!!! => This means you can ally with Fortress Defense races if you want.
 - Added nobles, diplomats and merchants to all Fortress Defense races.

Added cavern grasses, three unique styles for the three caverns.
 - First cavern is green with moss.
 - Second cavern is blue with crystals. => If eaten, your grazers get a 50% defense buff "covered in crystal growth"
 - Third caverns is grey with floor tiles.

Added peat, compact peat, anthracite.
 - Peat can be collected like clay.
 - 5 Peat can be pressed into a compact peat boulder.
 - Compact peat can be used to make 2-4 fuel in the Smelter.
 - Anthracite can be used to make 10 fuel in the Smelter.

Added the old, well-known worldgen recipies for the Adv. World Generator.
 - You know the drill: Open caverns, lots of flat areas, specific evil/good/mixed worlds, etc.
 - New: North/South poles. Set to North and/or South in each world.
 - New: Divine metals. Set to 1 unique divine material per world.
- IMPORTANT!!! => With the mod as is you can still use the normal World Generator. It will be fine.

Added Castes to Kobolds
 - Same 12 castes as before.
 - Instead of LIKES_FIGHTING the 3 earth castes get NOFEAR => after they have seen combat.
 - Instead of hiding/vanishing the 3 air castes get FLEE => double speed for 500 ticks when fleeing.
 - Combathardness powerup does not work yet. Errorlog claims that the tags dont exist. Toady deleted those (?).

Quote
0.000004: 22 tilesets, GUI prototype, more workshops for Dwarves, Succubi are playbale, Gnomes are playable, Twbt has all item graphics and more.

Quote
0.000003: Spacefox Tileset, Phoebus Civ and Creature graphics, Wannabeheros new pets (moleweasels, leatherwing bats, etc), Twbt is active, Multilevel is active. Added new metals (mithril, cobalt, volcanic, tungsten) and workshops to make them. Crucible, Volcanic Foundry, Blast Furnace. Added all new items, your forge menu should be more interesting.

Quote
0.000002: Metal Siegeworks, Crematory, Brick Oven, Metallurgists Smelter, Libraries, Scriptorium, two-handed weapons, ink & glue in kitchen, vellum (leather pages) in tanner, Ore Processor. Mithril. (no way to get it yet)

Quote
0.000001: All utilities, DF 40.23 (of course Toady updates right now to .24), dfhack, standardized wood, standardized leathers, and following mod-workshops: Bonecarver, Stonecrafter, Woodcrafter, Gemcutter, Wood Splitting Block, Weight Bench, Furniture Workshop, Tailor and new reaction in the Tanner.

Please download, test, and report as you like.

Progress:
Tilesets: 95%
GUI: 25%
Manual: 0%
General Raw Content: 10%
Dwarf Mode: 85%
Kobold Mode 0%
Orc Mode 0%
Succubus Mode 75%
Gnome Mode 75%
Warlock Mode 0%
Human Mode 0% => Suspended till Tavern update
Hermit Mode 0%

Dev Log:
 - Downloaded 40.23.
 - Added all utilities that are currently in Masterwork, using their newest versions.
 - Added two new utilities: LegendsExportsProcessor and World Viewer, both related to Legends Mode.
 - Added dfhack and twbt.
 - Split creature_standard.txt into one file for each main civ-creature (dwarves, elves, humans, goblins, kobolds)
 - Split entity_default.txt into one file for each main civ.
 - Added basic crafters: Woodcrafter, Stonecrafter, Bonecarver and Gemcutter to Dwarves.
 - Added stepladders to crafters. Removed anvils from crafters.
 - Gemcutter can split large gems and gem crafts in addition to making items.
 - Added wood splitting block to make 2.5 planks from 1 log.
 - Added furniture workshop, now needs 2 mechanisms/2 blocks to be build.
 - Standardized wood. (This will be optional)
 - Only wood affected. Trees still have unique seeds, acorns, leaves, fruits, etc.
 - Sawdust removed.
 - Weight Bench added. Trains phys. attributes by lifting a boulder.
 - Works even with TEMPERATURE:OFF now.

NOTES: Omg, Toady 'fixed' the bone stack bug. I tried making 1 bucket made of bones, took a stack of 12 bones, made 12 buckets in one go. Not quite the fix I had in mind, but fair is fair.

 - Added Tailor. Unravels cloth, makes backpacks/quivers from cloth/tallow/wax, and clothing/armor sets of cloth and leather.
 - Added tanneable shell, scale and chitin.
 - Added new leather types: shell, scale, chitin, shellplate, scaleplate, chitinplate, hardened leather.
 - Added new reactions to Tanner: Harden shell, scale, chitin or leather. Uses one leather type and tallow.



Well, that works. Non-standardized leather, but a working leather upgrade system. Neat.

NOTES: If you want to toggle standardized wood, find/replace all YES_DIVERSE_WOOD[TREE:LOCAL_PLANT_MAT:WOOD] in 2 files. plant new trees and plant standard.
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD] is currently active.

 - Standardized leather, chitin, scale and shell is now optional. This can be toggled.
 - The leather upgrade system works with both, with animal-specific types or standardized type.
 - Wood standardized is called "rough wood" (Example: rough wooden bucket vs oak bucket)
 - Leather standardized is called "rugged leather" (Example: rugged leather armor vs cat leather armor)

NOTES: Standardized animal mats are toggled in b_detail_plan_default.txt and tissue_template_default.txt, marked with NO_DIVERSE_LEATHER. So far I've only done the four leather types, not the tallow, fat, skin, meat, blood, milk, etc.

BIG NOTE: All this is done without touching any creature files. Super easy to maintain and update. Or port to other mods.

V.0000002:
 - Added Libraries.
 - Added Scriptorium.
 - Added ink, glue and paper.
 - Make ink from ash + pot in kitchen.
 - Make glue from horn/hoof + pot in kitchen.
 - Make leather pages (called vellum) in tanner.
 - You need to write 10 books to build 1 library section. There are 6 sections in total.
 - Each one trains skills to proficient in a free reaction.

 - Added Ore Processor
 - Added 16 pure ore version (after processing)
 - Normal ore has normal yield, just like in vanilla.
 - Pure ore has +25% yield.
 - Processing ore gives a 25% chance to get an extra boulder (granite) and a 3% change to get an extra gem (rock crystal)
 - This way ore processing is completely optional and the vanilla ore file is untouched, but you can increase your efficiency by adding a work step.

NOTE: Leathers, scales, chiting and shell have the normal vanilla DF values, so they are not really good for combat. The hardened versions are twice as good, but still bad in comparison to the bronze/iron-grade leathers that I had in Masterwork before.

 - Added Brick Oven and Magma Brick Oven.
 - As before it takes 1 boulder + 1 fuel and makes 4 blocks of any color.
 - Added Metallurgists Smelter. Needs 2 iron cauldrons to build.
 - Moved all alloys from smelter to metallurgists smelter. (like brass, pig iron, steel, rose gold, etc)

NOTE: This is optional and can be toggled in reaction_smelter.txt with YES_METALLURGIST (at least it will be, once a GUI exists. The groundwork exists)

 - Added Crematory. Can burn items, corpses, clothing into ash.
 - New for the crematory: Any wooden item can be made into coke now.
 - Added following weapons to forge:
Code: [Select]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]

 - Added Metal Siegeworks and Magma Metal Siegeworks. Needs 4 steel bars to be build.
 - They make copper, bronze, iron, steel and mithril catapults and ballistas.
 - They make copper, bronze, iron, steel, mithril, gold and silver ballista bolts.


V.00000003:

 - Added all new items for dwarf mode. Armors, weapons, ammo, shields, clothing, trapcomps, etc.
 - You can now make training weapons for all weapon skills.
 - You can now make bolts, broadhead bolts or hammerhead bolts.
 - Battle picks are back. Costs 1 bar more, do more damage.
 - Two-handed weapons are back. Make them in the normal forge, but cost more bars.
 - Plate armor is back. Make them in the normal forge, but cost more bars.
 - Kite/Tower shield is back. Make them in the normal forge, but cost more bars.
 - Commented out some cluttery clothing, like socks, dresses, togas, coats, robes...
 - Added cauldron, mortar and pestle to tools. Already exist in vanilla, but dwarves had no access.
 - Added two new trapcomps: barbed wire and pump mechanism.
 - Added option for simplified toys.
 - Added option for simplified instruments.

Summary:
Code: [Select]
//digger
[DIGGER:ITEM_WEAPON_PICK]
new [DIGGER:ITEM_WEAPON_BATTLE_PICK] => costs 2 bars, better combat stats, heavier.

//melee
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
new [WEAPON:ITEM_WEAPON_DAGGER_LARGE] => daggers were missing

//two-handed
new [WEAPON:ITEM_WEAPON_PIKE] => costs 1 bar
new [WEAPON:ITEM_WEAPON_HALBERD] => costs 2 bars
new [WEAPON:ITEM_WEAPON_SWORD_2H] => costs 3 bars
new [WEAPON:ITEM_WEAPON_SWORD_LONG] => costs 2 bars
new [WEAPON:ITEM_WEAPON_MAUL] => costs 3 bars
new [WEAPON:ITEM_WEAPON_AXE_GREAT] => costs 3 bars

//ranged
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
new [AMMO:ITEM_AMMO_BOLTS_HAMMERHEAD] => slower, more cutting. heavier.
new [AMMO:ITEM_AMMO_BOLTS_BROADHEAD] => faster, blunt. heavier.

new javelin thrower and ammo is foreign, made in custom reactions. Otherwise I cant control the amount of bars needed.

//training
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
new [WEAPON:ITEM_WEAPON_HAMMER_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_MACE_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_PIKE_TRAINING] => was missing
new [WEAPON:ITEM_WEAPON_DAGGER_TRAINING] => was missing

//Armor
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
new [ARMOR:ITEM_ARMOR_PLATEARMOR] => like breastplate with more ub/lbstep, 5 bars. Breastplate is 3.

//clothing
ARMOR:ITEM_ARMOR_COAT:COMMON => commented out.
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
ARMOR:ITEM_ARMOR_TUNIC:COMMON => commented out.
ARMOR:ITEM_ARMOR_TOGA:UNCOMMON => commented out.
ARMOR:ITEM_ARMOR_VEST:COMMON => commented out.
ARMOR:ITEM_ARMOR_DRESS:COMMON => commented out.
ARMOR:ITEM_ARMOR_ROBE:COMMON => commented out.

//helm
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]

//gloves
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
new [GLOVES:ITEM_GLOVES_GAUNTLETS_PLATE:COMMON] => like gauntlets with more ubstep, 2 bars.

//shoes
[SHOES:ITEM_SHOES_SHOES:COMMON] => can be worn inside boots now. (stops civilians barefoot running after dropping military uniform)
[SHOES:ITEM_SHOES_BOOTS:COMMON] => costs 2 bars
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON] => costs 1 bar
SHOES:ITEM_SHOES_SOCKS:COMMON => commented out.
new [SHOES:ITEM_SHOES_BOOTS_PLATE:COMMON] => +1 upstep in comparison to high boots, costs 3 bars.

//pants
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]

//shields
[SHIELD:ITEM_SHIELD_SHIELD] => needs 1 bar, block chance 20%, 1 upstep. Light.
[SHIELD:ITEM_SHIELD_BUCKLER] => needs 1 bar, block chance 10%, no upstep. Lightest.
new [SHIELD:ITEM_SHIELD_TOWER] => needs 4 bars, block chance 40%, max upstep. Heaviest.
new [SHIELD:ITEM_SHIELD_KITE] => needs 2 bars, block chance 30%, 2 upstep. Heavy.
Issue: With how shields currently work and ignore material, the wooden tower shield would be the best to make. -.-

//siegeammo
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

//trapcomps
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
new [TRAPCOMP:ITEM_TRAPCOMP_PUMP] => for pumps only, horrible combat stats
new [TRAPCOMP:ITEM_TRAPCOMP_BARBED_WIRE_ROLL] => shallow, multiple hits.

//toys
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
simplified would be only TOY:ITEM_TOY_TOY

//instruments
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
simplified would be only INSTRUMENT:ITEM_INTSTRUMENT_INSTRUMENT

//tools
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
new [TOOL:ITEM_TOOL_CAULDRON] => cooking and smelting, buildmat
new [TOOL:ITEM_TOOL_MORTAR] => alchemy and chemistry, buildmat
new [TOOL:ITEM_TOOL_PESTLE] => alchemy and chemistry, buildmat

 -  Added Wannabehero's DDD pets. Moleweasels, bearded cavernkeets, dew beetles, all the nice underground pets you know.
 - Added new metals. Mithril, Blessed Silver, Orichalcum, Tungsten with Wolframite Ore, Cobalt and Volcanic.
 - Added Crucible to make these new metals.
 - Added Volcanic Foundry to make these new metals.
 - NO ACCESS TO BLESSED SILVER YET.
 - Added Phoebus creature and civ graphics. No tileset yet.
 - Added Spacefox tileset for now. (Its based on Ascii raws, so should be fine)
 - Activated Twbt and Multilevel
 - Added Blast Furnace and Magma Blast Furnace.
 - It now smelts 5 ores into 20 bars, or 5 processed ores into 25 bars.
 - No longer makes pig-iron or steel or other alloys.
 - Does not smelt wolframite, cobalite, mithril or any other new "special" metal, these are only done in small numbers in the crucible.

V.0.00004:

Added GUI.
Added 22 tilesets.
Added item graphics for all vanilla items. (Twbt)
New default tileset is Obsidian Soul.
Updated to 40.24.
Updated all utilities, dfhack, etc to 40.24.
Added timestream script (by IndigoFenix), you can now control game speed again.
Added startdwarf, you can now control embark group size again.
Added Succubi as playable race. (I don't know the changelog for them, ask Boltgun) ;)
Added Gnomes as playable race. (I don't know the changelog for them, ask IndigoFenix) ;)
Added sprites for new pets.
Added Fortress Defense. Disabled by default, will be added to GUI soon.
Added Tears/Blood of Armok, now renamed to Tears/Blood of the Mountain.
Tears are single-gems with aquifers. Rare.
Bloods are single-gems that are hot. Rare.
Added collapsed bricks (veins), which might contain relics or treasure.
Added relics and treasure, single-gems used in Archeology. Rare.
Added fossils, single-gems used in Archeology. Less rare.

New Dwarven Workshops:

 - Added Javeline Shop to Dwarves - Makes javelin throwers and javelin ammo. Costs steel bars/steel mechanisms.

 - Added Alchemist to Dwarves - Transmutes metals, makes artificial gems, makes gold from lead. Needs Orichalcum to be build.

 - Added Finishing Forge - Makes tin, copper and bronze bars and items without the need for fuel. Early forge for quick militia.

 - Added Liaison's Office - Calls migrants and caravans in exchange for gold coins.

 - Added Archeologist to Dwarves - Sifts through rocks, identifies fossils, relics or treasure and restores them.
Relic => A weapon or armor piece with good materials. (20 possible outcomes)
Treasure => A metal chest with bars, gems, coins or other valuables inside. (20 possible outcomes)
Fossil => An old object from a forgotten age. Rather random, can be good or bad. (20 possible outcomes)

 - Added Armory and Magma Armory to Dwarves - Improves item quality. Take armor, helm, glove, greaves, boot or shield, and a boulder and fuel to raise its quality by one.

 - Added Weaponry and Magma Weaponry to Dwarves - Improves item quality. Take weapon or trap-compnent, and a boulder and fuel to raise its quality by one.

Notes: Important: Don't mess around with the GUI too much. First page, Settings, is perfectly fine, but the civ tab is mostly placeholders for now. The two things that are intended to be used are GNOMES and SUCCUBI, both are playable now. Hopefully Boltgun and IndigoFenix can say a few words about their current state.

Current Errorlog:
(Gnome-related, using materials that I have not added yet, it will fix itself when I add Warpstone)
*** Error(s) finalizing the reaction TINKER_BRACER_WARPSTONE_GNOME
Unrecognized Inorganic Token: WARPSTONE_SOLID

Current state of gnomes in version Alpha 0.00**4:

Druidism is in, it is the same as the last version.
Tinkering is in.  Most equipment and recipes are the same as before, but clockwork helmets have been nerfed significantly.
Grinder traps no longer hit 30 times, so they shouldn't be as ridiculously expensive as they were before.
Constructable robots are in, but may experience issues on reloading saved files due to creature spawning problems.
Automatic factories are not in.  The electrostatic generator is in as a placeholder, due to its importance in the tinkering system.  It operates without power for now.
Guns, bombs, and blackpowder production has been removed.  You must purchase it from the dwarves to make certain advanced devices (right now, only the rocket boots need it.)
Drills and buzzsaws have both a basic attack and a secondary attack.  The secondary attacks are very, very slow, but excellent at killing thick-skilled unconscious enemies.
Railguns are still awesome, and you can now order them in crates.  They are very expensive, though.

Quote
Quick Succubus changelog in alpha 0.0*4 :

Workshops
* Added the magma well and associated reactions.
* Added a forge heating reaction to the smelter, produces one coal and tire the worker.
* Added the slade drill (requires magma), produces slade blocks and boulder for free, uses the mining skill.
* Added the floating glass furnace (requires magma) for mass production of glass blocks and windows.

Succubi
* Updated the succubi for 0.40 with gaits, necks, personality, etc.
* Removed licking and kissing attacks in favor of biting and goring.
* Removed syndromes from saliva.
* Simplified and adjusted descriptors. Please notify me if you find horn descriptions.

Civilization
* Adjusted positions to allow a demonic master.
* Only succubi can access positions, besides monarch.
* Succubi now lives in dark fortresses, pits and [spoilers].
* Adjusted naming of things to make them stand out more.
* For now civ uses mundane pets.

Summoning
* The summoning system has been added but is currently disabled.
* Unfortunately saving and loading the game causes summoned units to go hostile. There is a very slim chance that it does not happen however, go figure.
* If you feel lucky can enable summoning by going into the entity_succubus.txt under dwarf fortress/raw/object folder and add a "[" to the line containing SUMMONING_PORTAL.

Misc
* Added orthus, nightmares, nahashes, pain elementals, frog demon, fire spirits, tentacle monsters.
* Added black roses to evil biomes

Known issues
* Caravans should still kidnap their own pets.
* Adv mode: It is difficult to maneuver out of pits, find a tower and use SHIFT+direction to climb their last lever, there should be people there.
* Adv mode: You cannot fast travel out of pits.

Did V.0.5 update.
« Last Edit: March 24, 2015, 11:37:04 pm by Meph »
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Insanegame27

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #1 on: January 08, 2015, 01:24:15 am »

good job meph!
X4
« Last Edit: February 03, 2015, 05:39:32 am by Insanegame27 »
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Quote from: Second Amendment
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The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

IndigoFenix

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #2 on: January 08, 2015, 02:28:01 am »

So everything will be split up into their own individual plugins?  Excellent!

Since you're starting from scratch, might I suggest making an effort to make Masterwork more Adventure-mode friendly?  One of the big draws of DF2014 is the vastly improved adventure mode, and it would be a shame to leave that out.  I know you prefer to base things on Fortress mode, but still.  Mostly, it comes down to using caution when creating all kinds of strange materials (although it's not that much different than keeping weird things out of caravans).

I have an ideas for improving Adventure Mode itself, but I think I'll make a separate topic for that.

Darkond2100

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #3 on: January 08, 2015, 02:52:07 am »

Dangit, where's my leatherwings?
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I prefer Hoard, Horde, and Hovel...

Meph

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #4 on: January 08, 2015, 04:34:57 am »

I intend to make adv mode specific content as well. I added that somewhere to the plan, dont know if I posted it here on bay12 though.

And yes, in theory its all modules and can revert back to vanilla in the end, if you want.
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Boltgun

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #5 on: January 08, 2015, 05:25:46 am »

Quote
NOTES: Omg, Toady 'fixed' the bone stack bug. I tried making 1 bucket made of bones, took a stack of 12 bones, made 12 buckets in one go. Not quite the fix I had in mind, but fair is fair.

The amount of bugs that was fixed is crazy. You know what else was fixed? Special stones ending in preference. No more "Urist likes bug stone #117, transformation and explosions".
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #6 on: January 08, 2015, 05:39:08 am »

Quote
NOTES: Omg, Toady 'fixed' the bone stack bug. I tried making 1 bucket made of bones, took a stack of 12 bones, made 12 buckets in one go. Not quite the fix I had in mind, but fair is fair.

The amount of bugs that was fixed is crazy. You know what else was fixed? Special stones ending in preference. No more "Urist likes bug stone #117, transformation and explosions".
In that case I really dont know why Expwnent kicked out AutoSyndrome. ^^
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha
« Reply #7 on: January 08, 2015, 07:08:20 am »

 - Added Libraries.
 - Added Scriptorium.
 - Added ink, glue and paper.
 - Make ink from ash + pot in kitchen.
 - Make glue from horn/hoof + pot in kitchen.
 - Make leather pages (called vellum) in tanner.
 - You need to write 10 books to build 1 library section. There are 6 sections in total.
 - Each one trains skills to proficient in a free reaction.

 - Added Ore Processor
 - Added 16 pure ore version (after processing)
 - Normal ore has normal yield, just like in vanilla.
 - Pure ore has +25% yield.
 - Processing ore gives a 25% chance to get an extra boulder (granite) and a 3% change to get an extra gem (rock crystal)
 - This way ore processing is completely optional and the vanilla ore file is untouched, but you can increase your efficiency by adding a work step.

NOTE: Leathers, scales, chiting and shell have the normal vanilla DF values, so they are not really good for combat. The hardened versions are twice as good, but still bad in comparison to the bronze/iron-grade leathers that I had in Masterwork before.

 - Added Brick Oven and Magma Brick Oven.
 - As before it takes 1 boulder + 1 fuel and makes 4 blocks of any color.
 - Added Metallurgists Smelter. Needs 2 iron cauldrons to build.
 - Moved all alloys from smelter to metallurgists smelter. (like brass, pig iron, steel, rose gold, etc)

NOTE: This is optional and can be toggled in reaction_smelter.txt with YES_METALLURGIST (at least it will be, once a GUI exists. The groundwork exists)

 - Added Crematory. Can burn items, corpses, clothing into ash.
 - New for the crematory: Any wooden item can be made into coke now.
 - Added following weapons to forge:
Code: [Select]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]

 - Added Metal Siegeworks and Magma Metal Siegeworks. Needs 4 steel bars to be build.
 - They make copper, bronze, iron, steel and mithril catapults and ballistas.
 - They make copper, bronze, iron, steel, mithril, gold and silver ballista bolts.
« Last Edit: January 08, 2015, 10:00:02 am by Meph »
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #8 on: January 08, 2015, 10:12:59 am »

Added second test version. First try with the new dfhack registration system, seems to work great. :)
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Emperor

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #9 on: January 08, 2015, 10:21:13 am »

That was quick. Thanks!
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #10 on: January 08, 2015, 10:59:00 am »

I think I will take over all item_ files from MDF as they are, except the tools. Thats because they are closely linked to the TwbT graphics, already sorted by type and alphabete, easy to update to 40.x and as far as I can tell, bug free. ;)

This would mean a few unused weapons/armors in the raws, which are only accessable by moods.
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smakemupagus

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #11 on: January 08, 2015, 11:09:28 am »

I think I will take over all item_ files from MDF as they are, except the tools. Thats because they are closely linked to the TwbT graphics, already sorted by type and alphabete, easy to update to 40.x and as far as I can tell, bug free. ;)

This would mean a few unused weapons/armors in the raws, which are only accessable by moods.

The legendary blunt weapon bug still exists in v6.2 (the instant kill special attacks are EDGE, making them selected with a factor of 100 more likely)

ITEM_WEAPON_HAMMER_WAR_UPGRADE_TWO
ITEM_WEAPON_KNUCKLE_DUSTER_UPGRADE_TWO
ITEM_WEAPON_MACE_UPGRADE_TWO
ITEM_WEAPON_MAUL_UPGRADE_TWO

But if you're not going to use the version of the weaponry / armory that uses them, maybe remove the superior and legendary weapons?  I don't really have a preference personally, but I thought that is a good candidate if you're trying to streamline. 
« Last Edit: January 08, 2015, 11:16:04 am by smakemupagus »
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Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #12 on: January 08, 2015, 11:22:53 am »

If I remove them, I have to change the twbt override and the .pngs. I dont have photoshop on my netbook, not can I run Twbt (no openGL).

For now the superior and legendary weapons are unused in the raws, occasionally a moody weaponsmith might make one.
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IndigoFenix

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #13 on: January 08, 2015, 11:24:58 am »

Word of warning: Weapon attacks without [ATTACK_PREPARE_AND_RECOVER:3:3] will be overpowered, since attacks default to 'fast' despite the fact that almost no vanilla attacks are actually fast.

On the plus side, weapons with multiple attacks can now be rebalanced for adventurers.  Just make the 'critical hit' attacks slower.  Even the regular attacks can be given variations in speed.

Meph

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Re: Masterwork Reborn - Dev Area / Alpha - V0.000002
« Reply #14 on: January 08, 2015, 11:25:45 am »

I'm slapping [ATTACK_PREPARE_AND_RECOVER:3:3] to all weapon attacks atm. ^^

Edit: Mh... its quite difficult to stay with vanilla content and not replace it with something that will end up being optional. There are so many dependencies. Maybe I do remake the weapon/armor files, instead of taking the old ones. Between renaming, rebalancing and adding the flavor-attack names there is not much left of the original content.

I think it would be best to stop what I'm doing right now, and just write down a plan first. :P
« Last Edit: January 08, 2015, 12:30:42 pm by Meph »
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