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Author Topic: 42.XX Adventure thread  (Read 60942 times)

ZM5

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Re: 42.01 First adventure thread
« Reply #105 on: December 02, 2015, 07:00:36 am »



The Spiders clap along to the music.
You do a synchronized dance with the other spiders.

...you guys knew this would happen at some point when determination jokes started to pop up.

Random_Dragon

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Re: 42.01 First adventure thread
« Reply #106 on: December 02, 2015, 07:16:38 am »

They aren't in entity_default anymore, just add the tag [OUTSIDER_CONTROLLABLE] to different races as I recall.

It used to be INDIV_CONTROLLABLE if I recall. Though I think there were outsiders in my first world, yeah.

What I meant was mainly you can't use that to play in adventure mode in a world with no civilizations anymore, like a Monster Island game. http://www.bay12games.com/dwarves/mantisbt/view.php?id=9151

I did find a workaround though.

Also...now we just need goatwomen joining in the adventurer shenanigans. o3o
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ZM5

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Re: 42.01 First adventure thread
« Reply #107 on: December 02, 2015, 07:27:38 am »

It used to be INDIV_CONTROLLABLE if I recall. Though I think there were outsiders in my first world, yeah.
I think he means that tag is supposed to go into the creature files - humans have that tag defined in their creature raws now instead of civ raws.

And yeah, we definitely need goatwomen (do goat-people exist in DF? I forget), skeletons and armless lizard-men up in this. Maybe a human child in a striped shirt as well.

Random_Dragon

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Re: 42.01 First adventure thread
« Reply #108 on: December 02, 2015, 07:31:56 am »

Oh. Oooooh. Well shit, that sounds useful. ^^"
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Untrustedlife

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Re: 42.01 First adventure thread
« Reply #109 on: December 02, 2015, 07:35:55 am »

So, how do I think abstractly?

Compose something
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Yoink

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Re: 42.01 First adventure thread
« Reply #110 on: December 02, 2015, 07:37:36 am »

And yeah, we definitely need goatwomen (do goat-people exist in DF? I forget), skeletons and armless lizard-men up in this. Maybe a human child in a striped shirt as well.
...Snake-men? :P
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Rumrusher

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Re: 42.01 First adventure thread
« Reply #111 on: December 02, 2015, 07:40:34 am »



The Spiders clap along to the music.
You do a synchronized dance with the other spiders.

...you guys knew this would happen at some point when determination jokes started to pop up.
shame those 2 spider people options can't spit webs. only hot hot lyrical rhymes.
also can't eat for shit so have fun growing hungry dancing your butt off.
skeleton humans don't join in to dance as a necrodancer.
it's a lonely dance don't do it.
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Untrustedlife

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Re: 42.01 First adventure thread
« Reply #112 on: December 02, 2015, 07:42:31 am »

I decided to make some tests regarding the NPC reaction to kills and etc.. to see if npc reaction are as broken bad as in df2014 or if they're finally reacting, i was not hoping as much reaction as in 34.11 though, but let's see.

started a character and found myself spawning in a dwarven fortress, the lag was absurdly high to unplayable level while there was only a few npc only around, i only managed to get out thanks to the fast travel that actually worked this time . Same bug observed in df2014, probably some broken pathfinding spam that cripple performance in the same way mood-dwarf that are on a tree destroy performance in fortress mode.

I went to a dwarven hillock and entered a mound that featured several profession-dwarves and a baroness consort.
I noticed the df2014 usual "is that a weapon" style of random crap but things changed when i slashed a nearby dwarven gelder (never trusted those guys anyways :D )
the baroness consort went directly hostile and attacked me ! wow i was pleasantly surprised to see an actual reaction !
Unfortunately none of the other profession-dwarves present cared and they behaved no different from the broken df2014

Once the whole mound citizens were destroyed (out of the baroness consort, none of the other dwarves even tried to fight back when they were multiple times slashes, similarly to df2014, most of them were not even trying to run away, so sad) i moved to another mound, in this one no profession-dwarves only drunk dwarves.

Instead of slashing randomly, i decided to shout using the brag about violent act option to see if the npc would react to information, after a bunch of df2014-like "it was inevitable" and "it is terrifying" that disapointed me, after half a dozen of brag, 2 drunks rushed to attack me , wow !
Unfortunately i can't say if it's finally an actual npc reaction or if it is just drunk random brawl behaviour, this will need more test.

After getting rid of both, i went to a human town nearby, i got into the town small fort and did the bragging stuff multiple time to the Lady and a nearby bowman , neither cared.
But at least it made sense tough, as they're not the same factions, and who know maybe they were at odds.

Then to test more in that location i moved out of sight in another room of the fort and with my dwarven companion killed a hammerman and a crossbowman, then i went back to the Lady and reported my kill of both her guards, using a brag or two in the middle in case it helped (like it seemed to do for the dwarven drunks).
Neither the Lady or the nearby bowman reacted (ouf ot the "it was inevitable" or "it is terrifying" usual annoying answers) , or panicked or went hostile, basically they behaved exactly like in df2014

I left and went to a bandit camp away that a citizen previously mentionned to me.

None of the bandits attacked and i could walk as if it was normal for me to walk in the middle of their turf , oh well, i slashed a goblin bandit and another goblin ... attacked in retaliation, at first i was happy, this made actual sense, so i was ready-ing my character for the fight of his life, 34.11 bandit-style.
Sadly the many other bandits did nothing out of running around, while we were killing them one by one without the goblin "master" doing anything :(

I went to test the goblin "master" if at least they had some of their former 34.11 glory and killed him with incredible ease for my beginning character, without him even fighting back during the multiple slashing

Conclusion :
- very rare some npc will react, that's new from df2014 in which i never had anyone reacting at all
- the heavy majority of npc will not react to anything, as it is in broken df2014
- bandits are still the df2014 pushovers

I didn't tested in goblin dark pits/fortress to see if it improved in comparison to df2014, very likely my next step.

I hope there will be some rebalance and rework of the npc reaction, probably not to the entertaining but probably extreme level of 34.11 but at least something instead of the overall "it was inevitable" all over again.

EDIT : forgot to mention, on the first test with the mounds that had the reacting baroness consort, after i walked away , my companion of the time started to shoot bolts at me.
While he had no problem killing the profession-dwarves in the mound.
He reacted to my character killing spree, though the reaction happened a bit late.

Spread rumor/telling story will guarantee at least an alnowledge meant brag never worked well.
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ZM5

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Re: 42.01 First adventure thread
« Reply #113 on: December 02, 2015, 08:02:56 am »

...Snake-men? :P
I mean ones with legs and feet but no arms.
shame those 2 spider people options can't spit webs. only hot hot lyrical rhymes.
also can't eat for shit so have fun growing hungry dancing your butt off.
skeleton humans don't join in to dance as a necrodancer.
it's a lonely dance don't do it.
Is it sad that this version just came out and already I'm thinking about how to weaponize dancing and poetry?
Spider people can eat though, atleast brown recluse spider people.
As for necrodancer...I have to get my modded sorcery that raises intelligent zombies who can actually speak and stuff. Maybe that'll work?
...Oh my God, as I was writing that I realized it'd be recreating Thriller.

Rumrusher

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Re: 42.01 First adventure thread
« Reply #114 on: December 02, 2015, 08:12:51 am »

I think the problem with fame is if you murder someone in the woods who would know of it and is the bad things the guy did worth killing and I mean robbing folks seems like it falls under shouldn't be killed.
oh and I wonder if there is a difference to walking around dwarf fortress normally to having the yield option on all the time.

shrug, kinda find pacifist barding alot more fame generating even more so if you set one of your bard skills to beyond professional the fact you can retell history about a guy you just met makes me wonder if you need another bard adventurer to tell the tale. then again I wonder if you can generate good fame of being a legendary bard that you can walk into any settlement and avoid dying maybe woo some people.
also I think there's sheriffs now so I wonder if you could be a cop and arrest folks?
...Snake-men? :P
I mean ones with legs and feet but no arms.
shame those 2 spider people options can't spit webs. only hot hot lyrical rhymes.
also can't eat for shit so have fun growing hungry dancing your butt off.
skeleton humans don't join in to dance as a necrodancer.
it's a lonely dance don't do it.
Is it sad that this version just came out and already I'm thinking about how to weaponize dancing and poetry?
Spider people can eat though, atleast brown recluse spider people.
As for necrodancer...I have to get my modded sorcery that raises intelligent zombies who can actually speak and stuff. Maybe that'll work?
...Oh my God, as I was writing that I realized it'd be recreating Thriller.
I'm playing a jumping spider so yeah no eating a free human's heart because they happen to aggro your bandmates while your performing even after you spared them I think that was one of my didn't save and crash runs so the human kinda escaped alive currently.
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ZM5

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Re: 42.01 First adventure thread
« Reply #115 on: December 02, 2015, 08:54:05 am »

Oh yeah, seems like you can't eat sentients now for some reason.

Random_Dragon

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Re: 42.01 First adventure thread
« Reply #116 on: December 02, 2015, 09:00:53 am »

Oh yeah, seems like you can't eat sentients now for some reason.

Booooo.

I'm gonna at least hope that goblins native to dark fortresses are able to, though. ;w;
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ZM5

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Re: 42.01 First adventure thread
« Reply #117 on: December 02, 2015, 09:34:13 am »

Ah dammit, no zombie dancing.

Seems like it screwed up my sorcerer mod that allowed raising of talking zombies.

EDIT: Hmmm. Seems like zombies cannot speak in this version at all, even if you don't make them thoughtless like regular necro zombies.
« Last Edit: December 02, 2015, 09:42:40 am by ZM5 »
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Ragnarock

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Re: 42.01 First adventure thread
« Reply #118 on: December 02, 2015, 09:46:30 am »

I'm happy to see Undertale references here.

My adventurer performs and composes in a town in which the barkeep is never present - the tavern is open for everybody and alcohol is free of charge. The local Lord is an Elf, ruling over humans and dwarves. I asked if I could be a performer for his civ. He agreed.

I performed a beautiful chant, being called Legendary by the Lord's troops. But then, a bard joined my song, imitating some stringed instrument... a shameful performance. He played so bad, I tried hitting him, but I missed. He retaliated by hitting me in the guts, so while I was puking all over the Lord's floor, he was being beaten to death by 8-10 macemen and the Lord himself. It was worth it.
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Random_Dragon

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Re: 42.01 First adventure thread
« Reply #119 on: December 02, 2015, 10:02:43 am »

Well. Now my adventuire has been derailed by my updating a mod to the new version.

Halp. So many flour-yielding plants to edit. ;_;
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