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Author Topic: 42.XX Adventure thread  (Read 60978 times)

Nep Nep

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Re: 42.01 First adventure thread
« Reply #150 on: December 02, 2015, 05:56:33 pm »

This update is great. Only issue is that I can't figure out how to drink :/ The bartender says 'I will get it' or whatever, then they go away. When I talk to them again the conversation starts from scratch, except all they offer is a room. I apparently owe them money after asking for a drink, but even when I give them something they don't give me my foxtail beer :(

Can someone tell me what's up?
I believe you have to wait for them to give you the beer, which means preforming/Telling stories in the meantime.
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Random_Dragon

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Re: 42.01 First adventure thread
« Reply #151 on: December 02, 2015, 05:58:37 pm »

This update is great. Only issue is that I can't figure out how to drink :/ The bartender says 'I will get it' or whatever, then they go away. When I talk to them again the conversation starts from scratch, except all they offer is a room. I apparently owe them money after asking for a drink, but even when I give them something they don't give me my foxtail beer :(

Can someone tell me what's up?

Keep waiting. They're supposed to walk over to the barrels, grab a drink, walk back to you, then give it to you. >.>

Also...killed the law-giver for refusing to give tribute to The Anger of Balls. Then had to put one of the kids to "bed" again with a wristlock. Yeesh. Touchy little pests.
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Robsoie

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Re: 42.01 First adventure thread
« Reply #152 on: December 02, 2015, 06:15:34 pm »

I was visiting a hamlet and for the asked trouble i was replied that there was an army marching on there, so i asked people to join me all over the hamlet to be rescued

After we left the hamlet, we moved to another distant one, once there i asked my followers about the journey together and every single of them replied "i have no family to speak of" , and after trying all the other dialogue option, not a single of them seems to ask them where they want to go.

So i decided to go to a nearby bandit camp to see what would happen.

Once there i was surprised to see a group of kobold fighting each other
Spoiler (click to show/hide)

I nearly had a tear in my eye, something was happening, was the "every npc are ultra-passive regardless of what happens" df2014 syndrome only a bad adventuring past memory ?
It looked like it, then i noticed that some of my villager followers started to wield their knife and ... rushed savagely to attack the kobolds
Spoiler (click to show/hide)

Wow. without me having to do all the work, brave little villagers breaking the overpassive thing of df2014, i was so proud of them :D

I stood there, watching to try to figure out what was actually going on, after a while all the kobolds were dead and only one of my villager was apparently hurt.
We were now the new owners of that bandit camp, i shouted that i was claiming this site as my own, to see if it had any impact on my new personal army.

unfortunately it didn't seemed to impress my followers much
Spoiler (click to show/hide)
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Random_Dragon

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Re: 42.01 First adventure thread
« Reply #153 on: December 02, 2015, 06:17:16 pm »

It is inevitable.
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fomori

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Re: 42.01 First adventure thread
« Reply #154 on: December 02, 2015, 06:23:53 pm »


Keep waiting. They're supposed to walk over to the barrels, grab a drink, walk back to you, then give it to you. >.>

Also...killed the law-giver for refusing to give tribute to The Anger of Balls. Then had to put one of the kids to "bed" again with a wristlock. Yeesh. Touchy little pests.

I've done about a dozen recitals and talked to other people, and for some reason everyone else left this time around except about two others, but the tavern keeper still doesn't do anything. She's holding something, but she isn't taking it anywhere. She just wanders around, or stands still. I'm kinda confused :p
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ZM5

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Re: 42.01 First adventure thread
« Reply #155 on: December 02, 2015, 06:29:00 pm »

I made another animal adventurer, this time a puffalord (RAW travesties thread in modding subforum if you don't get it), managed to kill several people in the hillock I spawned in.

As one of them was running away, I managed to charge through the door to freedom. Went to a human town, toppled a statue and got cursed by a god, became a sentient lust demon, suddenly able to speak, animal mind cannot handle it. People from the marketplace notice, start a mob to lynch me, I die feeling like Frankenstein's monster.

Untrustedlife

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Re: 42.01 First adventure thread
« Reply #156 on: December 02, 2015, 07:51:17 pm »

Nice. I assumed my small-ish world would lack any necromancers, so I slacked off in the reading department.

Maybe if I modded in a reaction to train reading...if there ARE necromancers, I'm gonna want to take advantage of how trivial it is to become a vampire now.


You don't neeed necros for books anymore, we have scholars and libraries now.
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Random_Dragon

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Re: 42.01 First adventure thread
« Reply #157 on: December 02, 2015, 08:02:38 pm »

But I want to raise a zombie army. ;w;

And...augh. Well. The capital won't put up with my shit, it seems. Everyone's going no quarter on sight. And I think I can't fast travel.

Time to fuck some shit up, I guess.

EDIT: Well. Crash while trying to escape the town I pissed off. Thus concludes the saga of the dwarven-aligned goblin vampire, swordswoman, mediocre poet, bagpipe beatboxer, ruler of 3 hamlets and would-be usurper of a town.
« Last Edit: December 02, 2015, 08:28:48 pm by Random_Dragon »
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Spehss _

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Re: 42.01 First adventure thread
« Reply #158 on: December 02, 2015, 08:45:51 pm »

Speaking of the passivity of npcs from 2014, in the newest release I actually found a recently killed dwarf in the middle of a meeting hall in an npc dwarf fortress. No idea what happened, apart from a dwarf named Amos Hatemerged attacking multiple people at once, and getting his blood splattered all over the middle of the hall. I guess an argument went really sour between him and another dwarf? It happened while I was on site, a few rooms away. I could hear and see dwarves running from the area while loudly commenting on the horrors of death. The witnesses would mention to one another about how "less than a quarter of an hour ago Amos Hatemerged attacked me."

Couldn't manage to personally get any info from all the dwarf witnesses standing around. The conversation menu can use more work, I think.

This is impressive though. Npcs can now decide to kill each other on their own accord, without interference by a player, and without everyone else spiraling into a loyalty cascade.
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Robsoie

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Re: 42.01 First adventure thread
« Reply #159 on: December 02, 2015, 09:12:56 pm »

Yes, it seems the various traits have now a more real impact to the npc reactions in gameplay time, unlike in df2014 in which it made no difference.

It's really good if it's really the case and that personnality trait really matter in df2015, as it means you could mod some personnality traits at specific levels into some kind of creatures to influence a very lot the reactions of member of such species.

Trolls going made of rage and trying to kill everyone around often by example with a high level of prone to anger.

I wonder if a
[PERSONALITY:ANGER_PROPENSITY:75:91:100]
would do wonder ingame in high people density location :D

edit : well it does not seem to change anything, i added
   [PERSONALITY:ANGER_PROPENSITY:75:91:100]
   [PERSONALITY:VIOLENT:75:91:100]
to human creature in creature_standard.txt and worldgen again, i went in human hamlet, and while i see a lot of "I have trouble controlling my temper." dialogue (that may be result of the changes, or maybe not) , i have not seen any kind of fight going on in human hamlet.

In a human city castle , i saw a dead kobold and every soldier reporting what'shisname killed what'shisname, so maybe after all those attacks are only random and traits are only influencing dialogues, will have to test more.
« Last Edit: December 02, 2015, 10:42:32 pm by Robsoie »
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Untrustedlife

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Re: 42.01 First adventure thread
« Reply #160 on: December 02, 2015, 10:57:01 pm »

Yes, it seems the various traits have now a more real impact to the npc reactions in gameplay time, unlike in df2014 in which it made no difference.

It's really good if it's really the case and that personnality trait really matter in df2015, as it means you could mod some personnality traits at specific levels into some kind of creatures to influence a very lot the reactions of member of such species.

Trolls going made of rage and trying to kill everyone around often by example with a high level of prone to anger.

I wonder if a
[PERSONALITY:ANGER_PROPENSITY:75:91:100]
would do wonder ingame in high people density location :D

edit : well it does not seem to change anything, i added
   [PERSONALITY:ANGER_PROPENSITY:75:91:100]
   [PERSONALITY:VIOLENT:75:91:100]
to human creature in creature_standard.txt and worldgen again, i went in human hamlet, and while i see a lot of "I have trouble controlling my temper." dialogue (that may be result of the changes, or maybe not) , i have not seen any kind of fight going on in human hamlet.

In a human city castle , i saw a dead kobold and every soldier reporting what'shisname killed what'shisname, so maybe after all those attacks are only random and traits are only influencing dialogues, will have to test more.
Toady already stated that they have an effect beyond dialogue people who drink a lot go to taverns people with hot tem[ers like getting into fights etc, and it especially effects your char in adventure mode (look at your guy then see the right section)
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Robsoie

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Re: 42.01 First adventure thread
« Reply #161 on: December 02, 2015, 11:24:22 pm »

But if the npc have to be drunk for the traits to work beyond dialogues, it's not that great.
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Spehss _

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Re: 42.01 First adventure thread
« Reply #162 on: December 02, 2015, 11:40:02 pm »


Keep waiting. They're supposed to walk over to the barrels, grab a drink, walk back to you, then give it to you. >.>

Also...killed the law-giver for refusing to give tribute to The Anger of Balls. Then had to put one of the kids to "bed" again with a wristlock. Yeesh. Touchy little pests.

I've done about a dozen recitals and talked to other people, and for some reason everyone else left this time around except about two others, but the tavern keeper still doesn't do anything. She's holding something, but she isn't taking it anywhere. She just wanders around, or stands still. I'm kinda confused :p

Check your inventory. There's literally no message or anything when the tavernkeeper gives you your mug of booze. They just walk up to you, and the mug transfers from their inventory to your inventory(if a hand is free it goes to that hand), then they walk away.
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Amperzand

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Re: 42.01 First adventure thread
« Reply #163 on: December 02, 2015, 11:41:00 pm »

But if the npc have to be drunk for the traits to work beyond dialogues, it's not that great.

Just add a self control tag. Booze syndromes interfere with it, but if it's low, it doesn't matter.
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Rumrusher

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Re: 42.01 First adventure thread
« Reply #164 on: December 02, 2015, 11:43:33 pm »

Okay so during my non-necromancy-spider-band escapades found a ruin town walk into the keep and notice there's a goblin commander there.
try to be civil but my roadies kinda murdered him before I could get a name or know better.
sleep at the spot and found a drum or what looks like a drum and walk outside to another goblin commander this is where I got a full convo out of them and try to tell a story about the great goblin commander uni while uni is running away from my groupies.
after I did a rusty performance of the story I decided to retell it only to see I can tell the tale of when uni got brutally murdered out of my view by my dwarf cook companion.
soon after I caught up to my dwarf cook who started murdering a human swordwoman who just happen to be in the area.

Really should roll up a high story telling character next for reciting events.  Like how this update kinda made me ignore any of the weapon skill stats. Need to see what happens if you write stuff.
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